

5 Weapons for the Microwave Tank
Started By Private Public, Jul 12 2008 01:04
8 replies to this topic
#1
Posted 12 July 2008 - 01:04
All right, now that the visual dimension of the Microwave Tank is done, I have encountered a problem in the coding department.
The Situation:
Two weaponslots are filled with the buildingclear weapon and the buildingdisabler weapon.
One fireweaponupdate module is used to disable tanks when they enter its microwave field.
Two pointdefenselaserupdate's have been used...one to kill infantry, the other to kill missiles. Both of which use no laser animation because they are used to illustrate the microwave field's effect on infantry and missiles, although it really isn't the "field" that is destroying the missiles, but instead is an invisible point-defense laser!
The Problem:
When the microwave tank fires a "real" weapon, the fireweaponupdate module is disabled, so the vehicle disable field is stopped while it fires at a building or whatever. The problem is, I want the infantry/missile killer to be disable when the microwave tank fires as well, but a delayweapon tag cannot be added to a pointdefenselaserupdate.
Any solutions/workarounds?
The Situation:
Two weaponslots are filled with the buildingclear weapon and the buildingdisabler weapon.
One fireweaponupdate module is used to disable tanks when they enter its microwave field.
Two pointdefenselaserupdate's have been used...one to kill infantry, the other to kill missiles. Both of which use no laser animation because they are used to illustrate the microwave field's effect on infantry and missiles, although it really isn't the "field" that is destroying the missiles, but instead is an invisible point-defense laser!
The Problem:
When the microwave tank fires a "real" weapon, the fireweaponupdate module is disabled, so the vehicle disable field is stopped while it fires at a building or whatever. The problem is, I want the infantry/missile killer to be disable when the microwave tank fires as well, but a delayweapon tag cannot be added to a pointdefenselaserupdate.
Any solutions/workarounds?
#2
Posted 12 July 2008 - 07:09
Put 3 FireWeaponUpdate? Is that possible?
Or, make the weapon used in FireWeaponUpdate to do the 3 things stated, maybe through FireOCL?
Or, make the weapon used in FireWeaponUpdate to do the 3 things stated, maybe through FireOCL?
#3
Posted 12 July 2008 - 08:23
JJ_, on 12 Jul 2008, 8:09, said:
Put 3 FireWeaponUpdate? Is that possible?
Or, make the weapon used in FireWeaponUpdate to do the 3 things stated, maybe through FireOCL?
Or, make the weapon used in FireWeaponUpdate to do the 3 things stated, maybe through FireOCL?
Multiple FireWeaponUpdate is possible, but I doubt the behavior will still be the same, example those PointDefenseLaser will also shoot other targets besides missiles & infantries.
#4
Posted 12 July 2008 - 13:03
I have tried adding multiple fireweapoupdates as well has adding multiple weapons to a single fireweaponupdate but only the first fireweaponupdate will work in the game. Could someone demopstrate hopw the fireocl code would work....from what I know its used sometimes by the GLA, whose code I am somewhat unfamiliar with.
EDIT: Is it possible to add upgrade conditions to the pointdefenselaserupdate? Just out of curiosity...
EDIT: Is it possible to add upgrade conditions to the pointdefenselaserupdate? Just out of curiosity...
Edited by Private Public, 12 July 2008 - 13:09.
#5
Posted 13 July 2008 - 06:58
FireOCL creates an OCL when the weapon is fired. You can OCL an object which will fire your weapon.
Also, you can't add upgrade conditions to PointDefenseLaserUpdate. You'll need to use the Overlord logic.
Also, you can't add upgrade conditions to PointDefenseLaserUpdate. You'll need to use the Overlord logic.
#6
Posted 13 July 2008 - 07:11
I am using the Overlord Logic now, but it only allows the additional ocl to fire "real" weapons; the other weapons will not fire.
#7
Posted 13 July 2008 - 10:50
Or try Hunter's workaround, already in Shockwave. Have the upgrade trigger an invisible and untargetable drone with a leash range of 1. Stick whatever weapon you want into that dummy drone.
#8
Posted 14 July 2008 - 00:32
Private Public, on 12 Jul 2008, 14:03, said:
I have tried adding multiple fireweapoupdates as well has adding multiple weapons to a single fireweaponupdate but only the first fireweaponupdate will work in the game. Could someone demopstrate hopw the fireocl code would work....from what I know its used sometimes by the GLA, whose code I am somewhat unfamiliar with.
EDIT: Is it possible to add upgrade conditions to the pointdefenselaserupdate? Just out of curiosity...
EDIT: Is it possible to add upgrade conditions to the pointdefenselaserupdate? Just out of curiosity...
Remember to give your FireWeaponUpdates different module tag or else the game will only read the first it find.
Behavior = FireWeaponUpdate FWU_1 Weapon = ECMTankMissileJammer ExclusiveDelay = 2000 End Behavior = FireWeaponUpdate FWU_2 Weapon = MicrowaveTankEmitterWeapon ExclusiveDelay = 2000 End
This example code allows the unit to keep firing a missile jammer & a microwave field while idle.
Edited by hmaster10, 14 July 2008 - 00:33.
#9
Posted 24 July 2008 - 23:02
Ive got your solution (frankly enough I exactly did this to one of my own vehicles) use a fireweapon update with a fire_OCL the objects spawned would have the invisible pdl's and should delete after the reload time of the pdl used. This way the pdl's won't get spawned when your microwave fires....
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