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Setting units on fire?
Posted: 17 Oct 2006, 20:58
by Guessmyname
how about a flammable=1 tag in the unit fbi that allows the unit to be set on fire, according to the firestarter tag in the weapon tdf. Other tags that should go with this is: burntime tag for how long the unit stays on fire for and burndamage - how much damage per second being on fire does to the uint. A tag to control whether being on fire stops autoheal might be a good idea too.
Posted: 17 Oct 2006, 21:09
by Peet
GMN, you are a pyromaniac's messiah.
Posted: 17 Oct 2006, 21:21
by rattle
Hell yeah, for the little sadist in all of us.
Posted: 17 Oct 2006, 22:01
by Guessmyname
I'm somewhat suprised no-one thought of this before, to be honest...
Posted: 17 Oct 2006, 22:13
by esteroth12
also, the BOS scripting better have a new function, OnFire() where you put the custom explosion sfx... we don't want a basic fire on the unit because without that it can be used for anything, eg acid, drowning, buring, etc. with the right explosion in the OnFire function
Posted: 17 Oct 2006, 22:47
by Guessmyname
Alternatively, get HitByWeapon to also report on what weapon the unit was hit with. Much more flexible! (and units on fire could be done via this method, including damage per second)
Posted: 17 Oct 2006, 22:57
by aGorm
Plus would alow you to script in the "Running with arms waving befor colaping in a burnt heap" animation. Mmmmmm... Barbequ Boy.
aGorm
Posted: 18 Oct 2006, 00:30
by Snipawolf
aGorm, stole my words..
Posted: 18 Oct 2006, 02:11
by Nemo
Guessmyname wrote:Alternatively, get HitByWeapon to also report on what weapon the unit was hit with. Much more flexible! (and units on fire could be done via this method, including damage per second)
It will be in the next release. At least according to a note that gnome left me on IRC "HitByWeapon(anglex,anglez,weaponid) in next spring ver will allow you to tell what weapon just hit a unit. Based on ID tag in weap tdf."
Posted: 18 Oct 2006, 17:24
by Guessmyname
So, if a set of weapons have the same id, that id will be returned same for each... (cuts down on the number of 'ifs' you'd need for animations for all flamy weapons)
Brilliant.
Posted: 18 Oct 2006, 17:47
by rattle
Now give me arrays or binary operators and we could have lists of weapon IDs to compare against instead of endless long if statements....
Posted: 18 Oct 2006, 19:41
by PicassoCT
That would allow making the SpringComunityBoard Mod...
+1 to Setting units on Fire
Posted: 18 Oct 2006, 20:14
by KDR_11k
rattle wrote:Now give me arrays or binary operators and we could have lists of weapon IDs to compare against instead of endless long if statements....
Or you could use the id like a bitfield and...
Posted: 18 Oct 2006, 22:02
by rattle
Wondering if it's possible to use IDs twice since spring does not care about IDs anyway. So every flamer could have ID 0 (or 1) etc.