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goiduranus
Joined: Sun Jul 20, 2008 1:02 am Posts: 59
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newbie questions
Hi, I have several questions
1. How are the control scheme of each unit determined? say, how does the game know that when I click, dropships open their doors, but dreadnaughts will fire their guns?
2. What determines whether a unit is a dropship or a dreadnaught or etc? can I mod dreadnaught to carry units? I've tried giving a dropship a turret, but so far this crashes the game while loading ini.
Edit: New question, are there any examples of weapons with submunitions? like cluster bombs that open up to deploy a bunch of smaller bombs?
Last edited by goiduranus on Sun Jul 20, 2008 6:22 am, edited 1 time in total.
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Sun Jul 20, 2008 4:35 am |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: newbie questions
goiduranus wrote: Hi, I have several questions
1. How are the control scheme of each unit determined? say, how does the game know that when I click, dropships open their doors, but dreadnaughts will fire their guns?
2. What determines whether a unit is a dropship or a dreadnaught or etc? can I mod dreadnaught to carry units? I've tried giving a dropship a turret, but so far this crashes the game while loading ini. 1. It's hardcoded. It cannot be changed by the user; only Data can change it. 2. You might notice that the code mentions such things as AHumans and ACrabs. These indicate what kind of actor it is. Only craft in the rocket or dropship class can be used to order troops. Only ACrabs can have turrets. I can't explain very well, but a unit could be carried on the turret of a dreadnaught, but it'd just have the one unit.
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Sun Jul 20, 2008 5:24 am |
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goiduranus
Joined: Sun Jul 20, 2008 1:02 am Posts: 59
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Re: newbie questions
cool thanks. hope there will be a gunship eventually.
Edit: New question, are there any examples of weapons with submunitions? like cluster bombs that open up to deploy a bunch of smaller bombs?
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Sun Jul 20, 2008 5:40 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: newbie questions
yes, make the bombs explosion gib more bombs, like so. Code: AddDevice = TDExplosive <bomb code here> ParticleNumberToAdd = 1 AddParticles = TDExplosive CopyOf = <other bombs name here>
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Sun Jul 20, 2008 8:41 am |
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goiduranus
Joined: Sun Jul 20, 2008 1:02 am Posts: 59
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Re: newbie questions
ty
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Sun Jul 20, 2008 10:45 am |
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goiduranus
Joined: Sun Jul 20, 2008 1:02 am Posts: 59
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Re: newbie questions
another question:
Can bombs be made to explode a while after being dropped from a dropship? I know it can be made explode a while after being thrown by an Ahuman, or made to disappear after a while without exploding by using "lifetime".
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Tue Jul 22, 2008 6:24 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: newbie questions
A dropped bomb should have TimeDelay, but if it doesn't, here's what you do.
Make a super-high mass MOPixel. 1000+.
Make an emitter, which emits the pixel. EmissionCountLimit = 1, and ParticlesPerMinute to a decimal value, or for a grenade, probably about 12. (it emits one particle every five seconds, meaning it's a five second grenade). Make sure PushesEmitter = 1.
Make your bomb, and give it a fairly high GibImpulseLimit; enough that it won't gib on impact, but it still has one and will gib from the emitter.
Add the emitter to the bomb with this code: AddEmitter = AEmitter CopyOf = <emitter>
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Tue Jul 22, 2008 7:15 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: newbie questions
goiduranus wrote: 1. How are the control scheme of each unit determined? say, how does the game know that when I click, dropships open their doors, but dreadnaughts will fire their guns?
Alternate response; it depends on the kind of actor you have. The dreadnought, for instance, is an ACrab. It has an integrated weapons system and moves on a crab's legs. The AHuman class depends on picking up weapons that are dispensed via dropship or by dead soldiers. Dropships and Rockets have their own class and their own integrated control scheme, as does any actor. For example, if you hold down the right mouse button by default, a ring appears around your actor showing the commands; you can usually tell a class from the commands available. For instance, the AHuman class has several commands; Reload, Next Weapon, Gold Dig Mode, Go-To Mode, Sentry Mode, Patrol Mode, Previous Weapon, and Buy Menu. ACrab has reload, patrol, sentry, and go-to modes, along with buy menu. ADropship or ARocket has Return, Stay, Deliver Cargo, Buy Menu, Scuttle/Self-Destruct, and Buy Menu. I hope that answers your question a bit more throughly then "It's hard-coded."
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Tue Jul 22, 2008 4:37 pm |
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goiduranus
Joined: Sun Jul 20, 2008 1:02 am Posts: 59
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Re: newbie questions
tks for reply; and that trick with using emitters for impulse damage is genius, I'll have to try that.
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Wed Jul 23, 2008 12:47 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: newbie questions
Grif wrote: A dropped bomb should have TimeDelay, but if it doesn't, here's what you do.
Make a super-high mass MOPixel. 1000+.
Make an emitter, which emits the pixel. EmissionCountLimit = 1, and ParticlesPerMinute to a decimal value, or for a grenade, probably about 12. (it emits one particle every five seconds, meaning it's a five second grenade). Make sure PushesEmitter = 1.
Make your bomb, and give it a fairly high GibImpulseLimit; enough that it won't gib on impact, but it still has one and will gib from the emitter.
Add the emitter to the bomb with this code: AddEmitter = AEmitter CopyOf = <emitter> Wouldn't the emission "build up" inside of a dropship? Or do things really just not spawn at all until released from drop ships? I know emissions can build up on weapons not currently being used by an actor, but in their inventory.
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Wed Jul 23, 2008 2:37 pm |
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Tea
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Re: newbie questions
Things build up in a dropship in the same way they do in an actor's inventory.
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Wed Jul 23, 2008 3:07 pm |
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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: newbie questions
It is possible to bypass that though. Just make a pre-bomb that instantly gibs into the real timed bomb. I did this on the Inert Fireball, and it always gibs 0.25 secs after the release, regardless if it's from an actors hands, from a drop ship or just spawned in the bunker editor. It's worth a try me thinks >.>
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Wed Jul 23, 2008 3:13 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: newbie questions
Shook wrote: It is possible to bypass that though. Just make a pre-bomb that instantly gibs into the real timed bomb. I did this on the Inert Fireball, and it always gibs 0.25 secs after the release, regardless if it's from an actors hands, from a drop ship or just spawned in the bunker editor. It's worth a try me thinks >.> Ah, good idea.
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Wed Jul 23, 2008 7:36 pm |
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goiduranus
Joined: Sun Jul 20, 2008 1:02 am Posts: 59
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Re: newbie questions
How did you make your pre-bomb gib 0.25 seconds after release?
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Wed Jul 23, 2008 8:06 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: newbie questions
make two bombs-First make a fake bomb. At the end of the code add this AddGib = Gib .......GibParticle = TDExplosive .............CopyOf = [The Real Bomb] .......InheritsVel = 1 .......Count = 1 .......MinVelocity = 0 .......MaxVelocity = 0 .......Spread = 0 And make the triggerdelay 250(Milliseconds) or whatever you want ( You should have the code of the real bomb above this) Please correct me if I'm wrong I think that's what he wants
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Wed Jul 23, 2008 10:56 pm |
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