The problem is that I have a weapon that has a very high repeat value, and SysCreateWeaponFire isn't enough to simulate it (I'm thinking that running an enum or for loop would drain resources too fast D: ). I'm thinking about submitting a ticket like this:
I'd like to have a way to have a ship fire secondary weapons without having to fake it with SysCreateWeaponFire. (this is so that I can get AI ships to use my particle field correctly)
Suggested syntax:
(ShpFireWeapon spaceobject weaponID posVector dir speed objTarget)
I think that there might be a workaround that I didn't think of before.
Suggestions?
ShpFireWeapon
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You can't do repeat rate with an enum of for loop because the code dosen't run asyncronously. All shots from one loop will fire on the same game frame anyway. You'd have to make a temporary timer event that created a new shot every frame or something.
You might be able to make a alternate version of the weapon type that, instead of having a fast refire delay, fires a rapid volley seqeunce that takes 15-30 frames to shoot with a refire of that many frames, so the AI dosen't have to 'hold the button down' ?
You might be able to make a alternate version of the weapon type that, instead of having a fast refire delay, fires a rapid volley seqeunce that takes 15-30 frames to shoot with a refire of that many frames, so the AI dosen't have to 'hold the button down' ?
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How can I simulate a 'rapid volley sequence'? Repeat isn't really very friendly...
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That is useful when you want to make a shotgun blast that is not a particle cloud in a single tick.digdug wrote:multiple SysCreateWeaponFire with different speeds will create a nice volley effect.
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There's no way to simulate a particles-type weapon using SysCreateWeaponFire, because there is no shotObject to add the firing spaceObject's velocity to.
But I'd recommend using adjusting the 'repeating=' property to simulating sequential burst behavior, while adding multiple entries in the configuration tag to simulate volley behavior. Also consider increasing the AI's aimTolerance.
But I'd recommend using adjusting the 'repeating=' property to simulating sequential burst behavior, while adding multiple entries in the configuration tag to simulate volley behavior. Also consider increasing the AI's aimTolerance.
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This is false. There is a single shot object for particle weapons. Syscreateweaponfire returns it and you can adjust its velocity just like any other shot object and it will look fine.TVR wrote:There's no way to simulate a particles-type weapon using SysCreateWeaponFire, because there is no shotObject to add the firing spaceObject's velocity to.
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Actually, I tried this, but it does not work. TVR is right. Ticket #1057 was written because of that.Atarlost wrote:This is false. There is a single shot object for particle weapons. Syscreateweaponfire returns it and you can adjust its velocity just like any other shot object and it will look fine.
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Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
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Other playable mods from 1.8 and 1.7, waiting to be updated...
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