Re: Missile Silo -picatures-
I...I am speachless, Grif.
And I can't thank you enough!
Also...
HOLY CRAP THIS IS TOTALLY AWESOME AND IT'S EXACTLY AS I'D HOPED FOR AND IT IS GLORIOUS!
I nominate you for the officiall title of "Badass with a heart of gold" for these forums.
Again though, thank you.
And as far as wanting to learn how to mod myself, this is inspiring!
EDIT: After a bit of varied testing, the only odd thing I've found is that some times when playing on your own, the Silo will take an unusually long time to re-arm itself. Also if you have multiple silos, some times only one will continue to re-arm itself.
Also with 2 players, each with single silos, this unusually long re-arm time becomes indefinite.
Something with multiple silos I guess?
EDIT-EDIT:
I think the conditions you have where the next rocket won't spawn until the current one is no longer present, has something to do with the multiple-silos issue.
I made a 2 player skirmish, and did it where they both had the same silo, and then a game where the silos were different. Both players start with rockets, and both fire them off the level. Odd thing is, only one player's silo re-arms itself [let's say, red player]. So I fire that missile off...and then the GREEN player's silo re-arms, and red's does not.
Also,
Grif wrote:
Though I could make them work as a bastardized hybrid of the mother crab and homing missile code.
You should see how that would turn out...seriously.
I made math-models and all that but I'm still missing some sort of dynamic behavior...
If you can get the same effect through Lua, I'd love to see it.
I could care less if it actually hits the right enemy...just as long as it flies
at them and ensues with chaos.