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.cob=wait forendburst if not exist

Posted: 15 Aug 2006, 01:55
by emmanuel
it seems unit wait for fire before engaging next(if writed)but not for end burst(visible with long &slow bursts)
anothers request a corect release =some maps don t must hav 130gravity( mars) if balistic=1 is not fixed
armcommander/decoy(same i think) script seems buggy when fire sometime not sight/align weapons=if true it s the highest ridicul

Posted: 15 Aug 2006, 08:06
by KDR_11k
what?

Posted: 15 Aug 2006, 08:15
by Argh
@Emmanuel:

1. Units only wait as long as their script and the FBI requires before they can aim and engage another target. You need to read Maestro's scripting guide (see in the Wiki) if you don't understand this.

2. I have tested the gravity, and it appears to work correctly. If you're asking for standard gravity on all maps... that's an option that mappers control, and I doubt if you will get what you want, because different gravity levels make gameplay interesting.

3. The Arm Commander / Decoy scripts may, in fact, be somewhat buggy, depending on the values you put into the FBI for the weapon. You must remember- the animation and the weapon's values all play very important parts in how a weapon operates! Newbie modders are often ignorant of how important the animation speeds and things like Tolerance / PitchTolerance are. In short, the Commander/Decoy script/models work very well, with the weapons that they were designed for.

Posted: 15 Aug 2006, 14:52
by emmanuel
no i don t talk about hack with script engine work
i talk about wait for XX before next step
its only logical and lot of scripts work good when changing weapons
but some script wait 3second after fire and go to stop position but when another fire release weapon before reaching sight !
i read a part of scripting guide and i know don t wait for endshooting is a mistake same for the commander bad script
i ask only :if exist an instruction(nohacked)for wait for endburst same wait for shoot in script and if not add it

Posted: 15 Aug 2006, 15:15
by rattle
My eyes, you're hurting them. *cough* Maybe you should rewrite the scripts from scratch or modify them.

Posted: 15 Aug 2006, 15:32
by KDR_11k
There's a script call when a burst ends (no idea what the function is called), alternatively just multiply the burst rate with the burst shots and sleep that.