Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: JC Denton on October 26, 2003, 09:48:35 pm

Title: Burst Firing
Post by: JC Denton on October 26, 2003, 09:48:35 pm
So far I'm surprised that no major (or minor) mention of this has come up, so here goes.

We all know that we can put the "$Swarm: ###" in a primary weapon entry and, if the gun is mounted on a multipart turret, it will fire multiple rounds each fire cycle.  We also know that on regular pillbox turrets, the shots only fire straight out from the turret normal.

With that detailed, here's what I put forth to the coders.

My requests are to 1) build on or bypass using the $Swarm entry, the general aim being trying to effect something that could be passed in 2 arguments:  One to define how many shots per fire cycle, and another to define the delay between the individual shots (in milliseconds), and 2) fix the normal bug for the pillbox turrets.

An example of the purpose of this would be to make something like a plasma gatling gun for, say, the beam clusters on Hamano's Orion Phase II (http://www.lares.dti.ne.jp/~hamano/FS/ori201.htm) that doesn't require a hellspawned stack of SEXP entries to dictate their actions.
Title: Burst Firing
Post by: Fury on October 26, 2003, 11:32:09 pm
This has been requested. It is called "salvo" fire.
Title: Burst Firing
Post by: IPAndrews on October 27, 2003, 04:52:45 am
I remember Horatiu and I tried to add this. I was genuinely surprised when it didn't work :)
Title: Burst Firing
Post by: Fury on October 27, 2003, 05:26:48 am
Et1 sorta did it. But it affected swarm missiles.
Title: Burst Firing
Post by: TrashMan on October 27, 2003, 06:02:22 am
darn!