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If you have a question or answer to question come here!

Posted: 18 Jul 2006, 02:16
by Snipawolf
DON'T come here and say spam, flame, or say BS...

If you have an ANSWER or QUESTION feel free to post it!

1. Could I make a unit with an aura/field that helps troops aim/move faster/reload faster/shoot faster?

2. Is there a script that I can transport "Technician" inside of "Battle Mech" to make said battle mech aim/move/reload and shoot faster?

3. Is there some kind of limit to what I can do with animating units?

That's all, for now...

Posted: 18 Jul 2006, 02:28
by Decimator
no, no, and yes

Posted: 18 Jul 2006, 02:31
by Snipawolf
Shit, Shit and ok

Uhhhm, k
'Nother question:

Is it possible to have a unit check another units height to fire at it?

Posted: 18 Jul 2006, 02:31
by esteroth12
err... actually, it may be possible... can a unit check if it is transporting something? if so, yeah to #2

Posted: 18 Jul 2006, 02:33
by Snipawolf
Okay, then their may be hope!

Even Another question:

Can move speed be changed when a unit gets veteran level?

Posted: 18 Jul 2006, 02:35
by esteroth12
Yes... find the function to check the veterancy, and use that... (I think you can change the speed)

Posted: 18 Jul 2006, 02:50
by FizWizz
I'm not sure if you can change a unit's speed yet. Ask Archangel of Death about that though, if you want a definitive answer.

Posted: 18 Jul 2006, 03:10
by Gnomre
1. What's the difference between shooting and reloading? Anyway, it is possible, except for move speed.

2. Probably, except again for moving. Depends on how robust you want it to be, I guess.

3. Depends on what you want to do, but not particularly. You can move and rotate any piece however you want.

Posted: 18 Jul 2006, 03:23
by Snipawolf
So a technician upping performance of units could work?

Sweet!

By shooting I meant accuracy and speed of bursts :P

Edit: Good moving and rotating is all thats needed :mrgreen:

Edit2: Well, need to know how you get a unit to fire the same weapon from different areas....

Cuz for the commander he has a rocket volley and uhh... all the rockets firing out of 1/10 the total area would just look retarded :P

Posted: 18 Jul 2006, 06:45
by Archangel of Death
Well, there are a couple ways, but I'd suggest just moving around the piece defined in that weapon's query function from its fire function. Its not to exact, but it can still look nice and avoids certain issues.

Posted: 18 Jul 2006, 08:09
by Gnomre
What? Why move the flare? Here's how you do it:

Code: Select all

static-var gun_point;

Create() {
	...
	gun_point = 0;
}

QueryWeaponX(piecenum) {
	if(gun_point == 0) {
		piecenum = flare1;
	}
	if(gun_point == 1) {
		piecenum = flare2;
	}
	if(gun_point == 2) {
		piecenum = flare3;
	}
}

FireWeaponX() {
	++gun_point;
	if(gun_point > 2) {
		gun_point = 0;
	}
}
Obviously expand it as necessary. You could count from 1 instead of 0 if you wanted, I guess, but if you only want two fire points (say, like an Arm HLT), then you could do it this way, which is more efficient for a double-barreled weapon:

Code: Select all

static-var gun_point;

Create() {
	...
	gun_point = 0;
}

QueryWeaponX(piecenum) {
	if(gun_point == 0) {
		piecenum = flare1;
	}
	if(gun_point == 1) {
		piecenum = flare2;
	}
}

FireWeaponX() {
	gun_point = !gun_point;
}
That's the scripting lesson for the day ;)

Posted: 18 Jul 2006, 17:13
by Snipawolf
Thanks :mrgreen:

Posted: 18 Jul 2006, 17:56
by unpossible
is there actually a list of scripting commands useable by spring? i've found TA ones but i assume that spring is more flexible...

Posted: 18 Jul 2006, 18:42
by Snipawolf
Is it possible to make a cluster bomb?

Wait I know it is, nm, I will find out later when I can test it :p

Edit: Can this game show missiles turning their fins for aiming/turning the missiles?

Posted: 18 Jul 2006, 18:46
by smoth
from what I have been told, cluster bombs are not possible because 2 part weapons do not work.

and on missile fins...no.

Posted: 18 Jul 2006, 18:57
by Snipawolf
Awww, k..

Edit: I'll poke around, i know there is someway to do it...

Maybe add a flare to a missile and then that missile can fire more missiles? Errr, something like that...

Posted: 18 Jul 2006, 19:12
by Theotherguy
smoth wrote:from what I have been told, cluster bombs are not possible because 2 part weapons do not work.

and on missile fins...no.
couldn't you have a bomber fire all of its bombs at once, in the same location, making it look like a cluster bomb? Or have a plasma cannon fire multiple shots at the same time from the same location?

Posted: 18 Jul 2006, 19:17
by Snipawolf
It needs to look like one though...

-
-
----
--------

Like that kinda, no way in hell am I doing a missile one like that...

Aww it pushed it

Posted: 18 Jul 2006, 21:23
by Archangel of Death
Because, Gnome, when he said "rocket volley" in relation to that comment, I assumed he meant that he wanted the weapon to fire in distinct volleys, and probably using a burst.

Posted: 18 Jul 2006, 21:36
by Gnomre
Ah, fair enough.