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Battlezone Forums • Sticky Mortar - Page 4
Page 4 of 4

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 2:33 am
by S.cavA.rmyG.en
TheJamsh wrote:
blue banana wrote:
TheJamsh wrote:They are :P, but it was getting the grenade to 'stick' and emit an effect just like leader rounds, and only have ONE stick at a time so it looks 'seamless'.
if you are pretty much looking at the TAG leader round .DLL and .ODF then i suggest you look at the resin stick .DLL/.ODF which will greatly give you a better sense of what correct code
Believe me, I know what I'm doing...
you could try a weapon mine.

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 11:16 am
by TheJamsh
Did no-one read my post? Or Look at this thread OR Watch The Video?

I have actually achieved it if you look at them. The test video is a few days out of date, so its a tad more reliable now. Weapon mine wouldn't make it any better, if anything would make it worse. I used the building/flare tap method i described back a few threads. Now the weapon Locks down your ship/building and heavily affects your handling.

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 1:34 pm
by Nielk1
Though a weaponmine with infinitesimal range might work to assure an attachment of only 1.

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 2:46 pm
by TheJamsh
Nielk1 wrote:Though a weaponmine with infinitesimal range might work to assure an attachment of only 1.
Its not a mega-bad idea. Only problem with it is, it will be generated at ground level if its not tapped to a building (like the flares are now), or it will end up shooting the wrong enemy. I guess it depends how fast weapon mine reaction time is.

I'll have a play, seeing as WM will aim in the general direction of the craft, it may be worthwhile. I would however love to know what the flags do under [WeaponMineClass]. Haven't made them have much effect on behaviour yet.

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 9:08 pm
by General BlackDragon
something to be known about weaponmine class: It can miss.

Poppers, however...never miss. (in terms of aim)

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 9:15 pm
by TheJamsh
Going to be hard to:

Spawn a building at point of spraybomb impact.
Tap weapon mine to building
weapon mine targets closest vehicle
weapon mine fires invisible popper
popper fires visible sticky rounds

TWICE, in less than one tenth of a second to look seamless.

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 9:29 pm
by blue banana
plus popper is not like a shadower/hornet/comet, it goes in a straight line once it locks and is pretty much good for stationary/slow moving units. it also does no splash damage, making it a hit or miss, without any damage dont around it

someone should make a splash damage popper though, that would be pretty effective

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 11:09 pm
by TheJamsh
He means popper as in, the weapon mine could use the popper code to lock onto a nearby target.

Easy to make it deal splash damage

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 11:27 pm
by S.cavA.rmyG.en
I would however love to know what the flags do under [WeaponMineClass]
heres some of my qustions for any one that knows.
what flags control its AIs aim?
can It use other AI?
can they be set up to use more then one weapon?
and heres what I know

Code: Select all

[GameObjectClass]
geometryName = NULL
classLabel = "weaponmine"
scrapCost = 0
scrapValue = 0
maxHealth = 1000
maxAmmo = 3e7
unitName = "Arc Mine"

weaponHard1 = "Arc Mine"//still works not sure why
weaponName1 = "gjax"
[MineClass]
lifeSpan = 5e6

[WeaponMineClass]
searchRadius = 20.0//range it looks for targets in.
heightScale = 2.0//no idea what this dose

Re: Sticky Mortar

Posted: Wed Apr 06, 2011 12:41 am
by General BlackDragon
[WeaponMineClass]
searchRadius = 20.0 // Range in which it searches for targets, duh...
heightScale = 2.0 // I BELIEVE this is...either A: How high up the weapon emits from, or B: ...Ask Ken ?

Re: Sticky Mortar

Posted: Wed Apr 06, 2011 1:31 pm
by Ded10c
This is where the Modlog was useful :/

Re: Sticky Mortar

Posted: Wed Apr 06, 2011 2:02 pm
by Nielk1
AHadley wrote:This is where the Modlog was useful :/
Only for new functions.

Height scale might be related to BZ1. Just guessing, but I am betting BZ1 didn't have HPs and such for weapon origin on the mines. It sounds right up BZ1's ally to have a height offset in the ODF controlling the bolt origin

Re: Sticky Mortar

Posted: Wed Apr 06, 2011 3:03 pm
by Zax
I know of no such thing. Then again, I didn't check bz1 ODFs for weaponmine.

Re: Sticky Mortar

Posted: Sun Apr 10, 2011 10:01 am
by jaydenbz2
Ok, I will try to make sticky mortar going of my fuser gun design, I think it is possible through a certain amount of parenting weapon classes.

EDIT: I tried this, not possible without DLL, sorry.

Re: Sticky Mortar

Posted: Sun Apr 10, 2011 1:47 pm
by TheJamsh
I've already done it gahdammit ;)

Its hard to find threads that have been updated on this new forum...