You are not logged in.    Login    New User    Forum Home    Search

Location:
JBPLAY  \  Meteor 2  \  Suggestions  \  Projectiles that split up

Back to Threads

Viewing Thread: Projectiles that split up

 

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.



Forums system (C) 1999-2023 by James Bunting.

Terms of Use