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 Mechwarrior weapons 
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happy carebear mom
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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
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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
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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
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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
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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
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happy carebear mom
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Post Re: Mechwarrior weapons
Just wanna say, piipu is amazing.


Thu Sep 24, 2009 5:55 pm
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