Author Topic: bouncing primary weapon  (Read 5300 times)

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Offline Nico

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bouncing primary weapon
Is that possible?

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Offline wEvil

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bouncing primary weapon
not without at least a little tweak of the code.

basically youd have to turn the weapon into a small ship with collisions and a bounding box, set all its physics up properly and have your fighter "launch" it every time you fired.



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Offline Fattony

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bouncing primary weapon
Someones been playing ST:Armada.  

 

Offline Snipes

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bouncing primary weapon
heh, just put particle spew in the flag, it looks almost like bouncing  

or put corkscrew in the flag, and the guns'll shoot down...  
     
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Offline Sushi

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bouncing primary weapon
Trying to get the Phoenix cannon to work, eh?  

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Offline Nico

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bouncing primary weapon
 
Quote
Originally posted by Fattony:
Someones been playing ST:Armada.  

definitively not... I hate ST...

 
Quote
Originally posted by Sushi:
Trying to get the Phoenix cannon to work, eh?

yeah, more likely  



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Offline Bobboau

  • Just a MODern kinda guy
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bouncing primary weapon
set it to spawn itself.

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Bushwacker

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bouncing primary weapon
Although with a primary weapon, it won't spawn unless it hits something.

I just had an idea for a gun that works off this rule:  a kinetic energy pulse that absorbs the potential energy of a solid object (i.e. a ship's hull) and used it to rebound (read: reflect) itself off the object.  Absorbing the energy causes minor hull damage, plus just having something smack into a metal plate that hard is going to leave a mark...

Well, whadda ya think?

 

Offline Nico

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bouncing primary weapon
 
Quote
Originally posted by Bushwacker:
Although with a primary weapon, it won't spawn unless it hits something.

Well, that's not so much of a pb, I don't want the shot to bounce in the void  

ok, what I want is one shot, when it explodes spawns one other shot, and so on, 5 times. What I'm supposed to put in the tbl?


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[This message has been edited by venom2506 (edited 06-10-2001).]
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Bushwacker

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bouncing primary weapon
For five-stage bouncing you'll need 5 separate entries:
$Name:  Gun
$Name:  Gun#2
$Name:  Gun#3
$Name:  Gun#4
$Name:  Gun#final

Make them exactly the same, except for one difference in the $Flags section:

Have in "Gun" flag section:  spawn Gun#2 1
in "Gun#2" :  spawn Gun#3 1
"Gun#3":  spawn Gun#4 1
"Gun#4":  spawn Gun#final 1
and don't put a "spawn" flag in the "Gun#final"

if you were doing 6-stage, then you could omit one stage and have alternating between Gun and Gun#2 (I think).  Don't quote me on this since I'm just speculating, but that's a close approximation.

Also, there's no way to control what angle the projectile's going to spit out, except for how you point the ship, and its position relative to the target.



[This message has been edited by Bushwacker (edited 06-10-2001).]

 

Offline Sandwich

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Quote
Originally posted by Bobboau:
Just a MODern kinda guy


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[This message has been edited by sandwich (edited 06-10-2001).]
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Offline Nico

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cool thanx  
SCREW CANON!

 

Offline delta_7890

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would this work with beams?  like a deflector beam thing?

Delta
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Offline Bobboau

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I didn't put that there, I wanted "MOD master Mike"
and seeing as it will only spawn if it hits something it will rarly have time to hit more than one ship, the only time you'd see it more than twice is if you fired into a fighter bay.

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DEUTERONOMY 22:11
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Offline Nico

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The phoenix works   yepee!!!
I won't worry about how many times it will bounce   in the corridors of my indoors models, it does bounce a lot  
SCREW CANON!

 

Bushwacker

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I don't think the "reflected beam thingy" would work, since if you shoot BFReds for example as a primary weapon, it's just the little red laser bolt.  I haven't tried this, but I think the same thing happens when you tell it to spawn a beam, except since the beam is a sort of continuous laser bolt, it'd be like a spark flying off (I think).  I guess you could make it look like the beam is really sending little bits of slag flying off by telling it to spawn standard flak a couple times.

Hmm.  Someone try that and post a screenshot.  I wanna see this.

 

Offline delta_7890

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no no, I meant for cap ships for when they fire a continuous beam.

Delta
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Bushwacker

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That's what I meant.  All a beam is is a continuous texture that applies a "hit" every second or so.  Every time the "hit" happens, it does the damage specified in the $Damage section of the weapon's entry in weapons.tbl.  Therefore, logically, any effects dependent on the impact will recur every "hit" that the beam does.  If it works like this, then we might be able to make a beam that "sparks" from hitting a ship.

Starting to get it?

 

Offline Nico

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now, now...
SCREW CANON!

 

Offline Jabu

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I think beams do damage 6 times every tecond or something like that...