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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Making a bomb fire homing(or dumb) missiles?
Alrighty, well I want to make a grenade launcher that fires projectile A. into the air which then splits in half and fires 6 miniature projectile B missiles after a certain distance ( akin to the Jericho in Abdul's Air support)... How does one go about doing this? Is it possible without LUA? If not then what sort of script do I need ( Never touched LUA in my life.) EX:
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Wed Feb 09, 2011 7:02 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Making a bomb fire homing(or dumb) missiles?
Surely it can't be much more difficult than making them the gibs of the big missile?
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Wed Feb 09, 2011 7:17 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Making a bomb fire homing(or dumb) missiles?
Thats the basic principal yes, but I have no idea How to go about doing that.
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Wed Feb 09, 2011 7:22 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Making a bomb fire homing(or dumb) missiles?
Code: AddEffect = MOSRotating PresetName = <<Here's an MOSRotating I made earlier.>> <<Variables = Values>>
AddEffect = MOSRotating PresetName = <<Here's a missile I'm making now.>> <<Variables = Values>> AddGib = MOSRotating CopyOf = <<Here's an MOSRotating I made earlier.>> Then bung the missile into your magazine.
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Wed Feb 09, 2011 7:27 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Making a bomb fire homing(or dumb) missiles?
Would that split in the air? I thought I would need an Lua script to make something Gib before impact?
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Wed Feb 09, 2011 8:16 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Making a bomb fire homing(or dumb) missiles?
I think that the only way to make something gib in mid-air is via lua (I think, unless the missile is a TDExplosive). You have to make a lua script, that would go like: Code: function Create(self) self.MidAirGib = Timer() end function Update(self) if self.MidAirGib:IsPastSimMS(1500) then -- Put the time in miliseconds in the brackets self.GibThis() end end It would be something like that.
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Wed Feb 09, 2011 8:23 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Making a bomb fire homing(or dumb) missiles?
MOSRotatings have lifetimes on them too.
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Wed Feb 09, 2011 8:40 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Making a bomb fire homing(or dumb) missiles?
And after the lifetime they gib or simply dissapear?
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Wed Feb 09, 2011 8:50 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Making a bomb fire homing(or dumb) missiles?
Last time I checked, they simply disappear. I usually use the AEmitter detonation method. Basically you attach an AEmitter and have it emit a very heavy particle after a few milliseconds. Be sure to use the variable that makes the emission push the AEmitter.
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Wed Feb 09, 2011 10:11 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Making a bomb fire homing(or dumb) missiles?
First off I'd like to thank everyone for the help/responses. However I am ridiculously confused with this at the moment, and have attached my ammo code for You all to take a look at. I'm not asking you guys to code anything for me here, mind you, But comments denoting what I need to do would be wonderful. Learning experience and all that.
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Fri Feb 11, 2011 6:19 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Making a bomb fire homing(or dumb) missiles?
MOSRotatings don't do emissions, AEmitters do. You can safely change AddAmmo = MOSRotating to AddAmmo = AEmitter, since AEmitters are basically MOSRotatings that can emit stuff. Also, you need to remove the tab on that line. It's the basis for the entire object, so it should be at the "bottom". As for the gib part, just go AddGib = Gib every time. The object definition is on the next line, and should correspond with the type of object you're gibbing. Obviously, the name in CopyOf should be identical to what you're emitting, else you won't be emitting... Well, that. Also, it's very likely crashing at EmissionAngle, since that variable is related to emitters, and you've (currently) defined an MOSRotating. Also, might i suggest making ParticlesPerMinute in your heavy emission much higher? Something like 3600 should be optimal, since it's equal to one emission per frame. Since the emitter breaks, you don't have to worry about it flooding everything.
Hope it helps!
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Fri Feb 11, 2011 2:47 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Making a bomb fire homing(or dumb) missiles?
Isn't this another AAL marine missile launcher?
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Sun Feb 20, 2011 6:50 am |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Making a bomb fire homing(or dumb) missiles?
Thanks for all the helpfulness everyone! Hopefully get this working sometime soon.
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Mon Feb 21, 2011 6:11 am |
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