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Dave Man Joined: 19 October 2003 Posts: 374 |
11 October 2004 16:06 (UK time)
The true title of this thread should say Projectiles that split up into more projectiles but that name is to long. There should be a option to have a projetile break up into different projectiles after a certain period of time or when they hit something. Like a weapon I plannig to make for my third mod (My second mod beta should be out soon) that will shoot out a energy bullet that would split up into a directed blast of energy bullets after a certain period of time. You need to login to create posts in this thread. |
Assain Joined: 02 November 2003 Posts: 979 |
11 October 2004 22:01 (UK time)
Sounds very possible, for the projectile editor. All JB would have to do is add a possible varible for projectiles to split. It would then go into a diff menu saying stuff like "How many projectiles split?" , "spray factor of splittling projectiles" , "how long projectile takes to start splitting" , and finialy, somthing like "projectile that is the result" (which would be the projectile that splits from the original projectile). What do u think? You need to login to create posts in this thread. |
fuzinavl Official Sponsor Joined: 06 October 2004 Posts: 287 |
14 October 2004 23:07 (UK time)
(please forgive the fact that i haven't tried moddin/mapping yet) I think timer scripts and collision scripts would be more flexible. General create_object would require many more variables, but this might suffice for weapons. x_offset, y_offset are adjusted to the "this" object's angle begin birdcage_projectile_timer_2_fired do create_object_relative_to_this alive_bird 4,0,-30 do create_object_relative_to_this alive_bird 0,4,30 do create_object_relative_to_this alive_bird -4,4,180 do create_object_relative_to_this alive_bird -4,0,-120 do create_object_relative_to_this alive_bird 0,-4,0 do create_object empty_cage this_x,this_y,0 (angle not relative) delete this end birdcage_projectile_timer_1_fired birdcage_projectile_collision (would look the same) I guess x_offset and y_offset would be useless unless i made the padded box of troops artillery-piece. Edited: 15 October 2004 13:07 You need to login to create posts in this thread. |
Assain Joined: 02 November 2003 Posts: 979 |
15 October 2004 02:31 (UK time)
nice =D. if you get into modding, i wont doubt that you'll be a pro at scripting (assuming that it goes to a more advanced stage then what it is now). You need to login to create posts in this thread. |
fuzinavl Official Sponsor Joined: 06 October 2004 Posts: 287 |
15 October 2004 12:39 (UK time)
oops, I forgot to show the format definition: create_object new_object's_typename, x_map_position, y_map_position, world_angle (attributes are world-relative) create_object_relative_to_this new_object's_typename, x_offset, y_offset, angle_offset If I don't have x/y_offset would the new projectiles instantly crash into & cancel each other out? Hmmm, create_object could replace c_o_r_t_t if parameters like "this_x, this_y + 5, this_angle - 30" are used. Would it matter if "delete this" was called before or after create_objects ? Edited: 15 October 2004 13:15 You need to login to create posts in this thread. |
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