Jammer Functions
Moderators: GSH, VSMIT, Red Devil, Commando
Jammer Functions
How do they work? What can you apply them to? Can they be turned on and off? Can they be put on a vehicle and have it affect the ships around them?
Re: Jammer Functions
I think Jammers are a combination of ODF and class code, but I've not done much with them so I wouldn't be sure. You can tap things to vehicles using NK1's Attacher Code DLL snippet.
Re: Jammer Functions
Does that mean that it will have to be coded for each individual map if I want jammer units?
Re: Jammer Functions
Possibly, but you'd have to ask NK1 to be certain.
Re: Jammer Functions
Unless someone finds a way to make a BZS compile down to a CPP. C would work but would require some more effort to get into the CPP template.
My classes work best for CPP coded DLLs, drop ins, work well on MP.
My classes work best for CPP coded DLLs, drop ins, work well on MP.
- MrTwosheds
- Recycler
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Re: Jammer Functions
For odf type modding, Jammers are buildings, and so cannot really be attached to vehicles, You should be able to spawn then as mines or spraybomb/building type objects as well constructing them or have them spawned on buildings using taps.
Not quite sure how I feel about jammers as a special weapon, maybe they could be a bit too powerful or annoying
Not quite sure how I feel about jammers as a special weapon, maybe they could be a bit too powerful or annoying
Re: Jammer Functions
Black Dog Snooper Scout has Jammer Mines (Fleshstorm)
Re: Jammer Functions
I can probably find a way to integrate them gracefully. I wanted to know because my Fae race should be very good at hiding.
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- Thunderbolt
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Re: Jammer Functions
I wish that thing was build-able.Nielk1 wrote:Black Dog Snooper Scout has Jammer Mines (Fleshstorm)
Re: Jammer Functions
So N1 has a code snippet, how can I use it, a jamming ship for the aeneans would match their style i think.
Re: Jammer Functions
That was actually a plan, but as an addon to any ship.