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Re: Sticky Mortar

Posted: Thu Mar 24, 2011 3:42 am
by Clavin12
You could rush into the base, spray this about, and leave it to stew their buildings.

Re: Sticky Mortar

Posted: Thu Mar 24, 2011 4:32 am
by Red Devil
there is the isArcing ODF entry you can put under [OrdnanceClass] that should/might allow leaders to arc like a mortar.

Re: Sticky Mortar

Posted: Thu Mar 24, 2011 4:05 pm
by Nielk1
Red Devil wrote:there is the isArcing ODF entry you can put under [OrdnanceClass] that should/might allow leaders to arc like a mortar.
Isn't that an AI aiming flag only?

Re: Sticky Mortar

Posted: Fri Mar 25, 2011 3:45 am
by Lionsword7
Actually, sticky acid cloud would r*** enemy tanks. >.> You could sticky the enemy if you know you can't win, and then let them die from the acid cloud. It does a TON to sabres...

Re: Sticky Mortar

Posted: Wed Mar 30, 2011 6:36 pm
by TheJamsh
Mini-thread ressurection. I've almost got sticky grenades working. 'anchor' supports all the settings under [LeaderRoundClass]. Basically you create a spaybomb from the initial ordnance, use the new flags to make it explode and generate its ordnance whenever it hits anything, from that you generate an invisible building with tapped flares, which spews out leader, anchor or emp rounds in a given direction.

The current version im working on uses a spraybuilding rather than a building/flare combo. I like to keep ODF things as simple as possible so its smoother in MP, but its tricky to get it working everytime using a spraybuilding. Got it working on a tank, but as soon as I turn on box collisions, its not so reliable anymore. Some weapons actually rely on BZ2's crap collisions y'know :P. Seeing as its a Serenesis weapon, its also running constantly in 30 TPS (stock runs at 10), so its a lot smoother. It'd probably be less likely to work in stock, but i think the building/flare method is fairly useable. The only reason this method doesnt work so well is because the spraybuilding is generated at ground level most of the time, not detonation level. Not true for i76buildings. Give it a shot.

Also, shameless plug. I give thee, the Pathan 'Spiked Shock Grenade'. Basically the idea is you throw it, it hits the target, sticks for a while and fizzes the engine circuits, slowing down the crafts handling. I may change it to just make it screw with weapons, because anchors affect gravity as well...

Image

Re: Sticky Mortar

Posted: Sun Apr 03, 2011 2:30 am
by blue banana
impressive design! i do actually have the code on my mac for a prototype, however it is in machine language. ill give you a short excerpt from it

EDIT: hm nevermind about the exceprt, all im getting out of it is '˜{hÛ

Re: Sticky Mortar

Posted: Sun Apr 03, 2011 2:34 am
by General BlackDragon
can I shoot him?

:D



And, this might actually be quite simple. You make a splinter that detonates on anything, and u make the spray even, and full of very short range anchors that stick.

Re: Sticky Mortar

Posted: Mon Apr 04, 2011 10:50 am
by TheJamsh
I got it to work pretty damn well :P, The hardest part, is getting it so that one emitted ordnance from a splinter/flare hits the target everytime, especially if its moving. Running at higher TPS actually helps a little too.

The best way seems to be creating a building with tapped 90 degree flares when it hits something (buildSprayOnHit = true). Plus you can create multiple ordnances that way, so can create a true EMP grenade ;)

Re: Sticky Mortar

Posted: Mon Apr 04, 2011 2:34 pm
by General BlackDragon
true EMP blasts are easy :P

Re: Sticky Mortar

Posted: Mon Apr 04, 2011 3:09 pm
by TheJamsh
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'.

Re: Sticky Mortar

Posted: Mon Apr 04, 2011 9:12 pm
by blue banana
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

Re: Sticky Mortar

Posted: Mon Apr 04, 2011 10:30 pm
by Nielk1
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
WAT?

Re: Sticky Mortar

Posted: Mon Apr 04, 2011 10:39 pm
by General BlackDragon
blue banana wrote: 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

.DLL

??? Please go find the correct file name suffix before N1 gets his baseball bat.

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 12:34 am
by Lionsword7
Uh-oh. N is going to kill you.

Re: Sticky Mortar

Posted: Tue Apr 05, 2011 12:35 am
by TheJamsh
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...