NewNightmare
14 years ago
Is it possible somehow to create a detonation FX when unit is firing laser?
plain ProjectileDetonationFX doesn't work since it's using LaserBeam instead of ProjectileObject (tested) and LaserBeam + ProjectileObject combo gives no beam and no detonationfx results (muzzle FX and beam's detonation particlesys is working find though)
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CommieDog
14 years ago
Working with lasers is tricky because they insist on bringing a lot of code with them. You'll just have to settle for a ParticleSystem.
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CommieDog: Because someone has to do your dirty work for you
NewNightmare
14 years ago
well I have attempted on achieving similar results with multiple weapon systems, with PER_ATTACK delay, hoping to make them look like a chain of events, but I found that the PreAttackDelay turns on the moment the enemy is in range, and I am looking for a way make that delay start the moment the tank aims directly @ the tank (currently, If the enemy is e.g. on 9 o'clock, the PreAttackDelay will fade by the time the tank turns, causing all weapons to fire simltaneously)
I spent whole weekend (including night ;/) working on that thing

P.S would it be possible to make a Projectile based weapon with weapon trail that looks exactly like the laser? (I am ready outside .ini work as well)?
99999 weapon speed such that the trail would appear and disappear instantly, and a life of few frames (possibly 1) + multiple shots in order to get the flashing effect lasers currently have?
NewNightmare
14 years ago
i messes a little with the code, somehow, it always fires PRIMARY and SECONDARY at the same time, and then delays the TERTIARY only, giving 2 instead of 3 total shots.
if some1's interested, i'll drop the code
PRIMARY

  DelayBetweenShots = 12500       ; time between shots, msec
  ClipSize = 0                  ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  PreAttackDelay        = 1500            ; 833 is natural time of the stabbing animation.
  PreAttackType         = PER_ATTACK ; Do the delay each time we attack a new target
SECONDARY

  DelayBetweenShots = 12500       ; time between shots, msec
  ClipSize = 0                  ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  PreAttackDelay        = 2000             ; 833 is natural time of the stabbing animation.
  PreAttackType         = PER_ATTACK ; Do the delay each time we attack a new target
TERTIARY

  DelayBetweenShots = 12500       ; time between shots, msec
  ClipSize = 0                  ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  PreAttackDelay        = 2500             ; 833 is natural time of the stabbing animation.
  PreAttackType         = PER_ATTACK ; Do the delay each time we attack a new target
Does the fact that it's a PORTABLE_SRUCTURE affect the weapon systems in any way?
+ Do I have to have dummies for each weapon in main object? coz they're not always reacting right to attack commands (i.e. have to order an attack 2nd time when in range)