View unanswered posts | View active topics It is currently Fri Dec 27, 2024 7:23 am



Reply to topic  [ 6 posts ] 
 Mechwarrior weapons 
Author Message
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Mechwarrior weapons
Mechwarrior mod lives. I need some help on the weapons. Several things, in fact.

-Is there a way to attach ACrabs or just Actors to the mech such that they fire when the player presses fire with the actual mech actor selected, and only then? Optimally, the player should be able to use each weapon individually, then press a key to use alpha strike.

-How would one go about adding a heat system to such a setup?


Sat Sep 19, 2009 5:47 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: Mechwarrior weapons
Duh102 wrote:
-Is there a way to attach ACrabs or just Actors to the mech such that they fire when the player presses fire with the actual mech actor selected, and only then? Optimally, the player should be able to use each weapon individually, then press a key to use alpha strike.

Check if the mech is controlled by the player, and then set the ACrab to controller.CIM_PLAYER.


Sat Sep 19, 2009 5:55 pm
Profile WWW
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Mechwarrior weapons
what does the heat system require? like, overheating?
if so, you'd just need to make it so firing a weapon adds to an internal value, and then when that value is too high, disable the actor's controller from activating WEAPON_FIRE.

for the attached crabs, you'll want to disable the controller, preferably manually (like, disable all the states of the controller), and make it mirror the mech's controller, and aimangle.


Sun Sep 20, 2009 8:30 am
Profile WWW
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Mechwarrior weapons
You'll also want to have the main mech auto-selected whenever the crabs are, to prevent accidentally selecting the crabs and not being able to do anything when you were trying to select the mech.


Sun Sep 20, 2009 9:59 am
Profile WWW
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: Mechwarrior weapons
Doing this raises a few other problems, such as trying to select an actor next to the mech, selecting the ACrab which makes you select the mech. Just keep them on team -1 or something.


Sun Sep 20, 2009 10:13 am
Profile WWW
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Mechwarrior weapons
Just wanna say, piipu is amazing.


Thu Sep 24, 2009 5:55 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 6 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.086s | 13 Queries | GZIP : Off ]