joewijoyo
  • joewijoyo
  • 79.25% (Friendly)
  • Captain Topic Starter
11 years ago
My point of this thread is to find help so that it does not need to be targeted and acts like the emitter.
Hence, I pointed out the use of this in the microwavetank's code

Behavior = FireWeaponUpdate ModuleTag_22
Weapon = MicrowaveTankEmitterWeapon
ExclusiveWeaponDelay = 500 ; If we fire a real weapon, we turn this module off for this long
End

but since that moduletag can only be used once, there needs to be a workaround that does what I aim for, maybe like creating an object when the emitter fires, and the object will detonate continuously to release EMP bursts, but thats where i need help.
klingondragon
11 years ago
well here's where i stop helping you
you've seen my code feel free to play with it but I'm not sure i can do what you ask
Annihilationzh
11 years ago

My point of this thread is to find help so that it does not need to be targeted and acts like the emitter.
Hence, I pointed out the use of this in the microwavetank's code

Behavior = FireWeaponUpdate ModuleTag_22
Weapon = MicrowaveTankEmitterWeapon
ExclusiveWeaponDelay = 500 ; If we fire a real weapon, we turn this module off for this long
End

but since that moduletag can only be used once, there needs to be a workaround that does what I aim for, maybe like creating an object when the emitter fires, and the object will detonate continuously to release EMP bursts, but thats where i need help.

Originally Posted by: joewijoyo 


You could add a HistoricBonus to the microwave tank's emitter that fires a kill pilot weapon. Or you could manipulate toxin shells and adapt them to the microwave tank.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
CommieDog
11 years ago

My point of this thread is to find help so that it does not need to be targeted and acts like the emitter.
Hence, I pointed out the use of this in the microwavetank's code

Behavior = FireWeaponUpdate ModuleTag_22
Weapon = MicrowaveTankEmitterWeapon
ExclusiveWeaponDelay = 500 ; If we fire a real weapon, we turn this module off for this long
End

but since that moduletag can only be used once, there needs to be a workaround that does what I aim for, maybe like creating an object when the emitter fires, and the object will detonate continuously to release EMP bursts, but thats where i need help.

Originally Posted by: joewijoyo 


Are you sure you can't have multiple FireWeaponUpdates?
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
precision_bomber
11 years ago
You can have two FireWeaponUpdates:




  Behavior = FireWeaponUpdate ModuleTag_22
    Weapon = MicrowaveTankEmitterWeapon
    ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long
  End

  Behavior = FireWeaponUpdate ModuleTag_killpilot
    Weapon = WTF_MicrowaveTankEmitterWeapon
    ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long
  End

;------------------------------------------------------------------------------
Weapon WTF_MicrowaveTankEmitterWeapon
  PrimaryDamage = 8.0            
  PrimaryDamageRadius = 100.0  
  DamageDealtAtSelfPosition = Yes
  ;RadiusDamageAngle = 180  ; leaving field commented out in case anybody else wants to use it.  It's a good field.
  AttackRange = 100.0
  DamageType = KILL_PILOT
  DeathType = BURNED 
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = FX_wtf_MicrowaveTankEmitter ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ENEMIES NOT_AIRBORNE
  DelayBetweenShots = 250                ; time between shots, msec
End

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Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
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qqqqqqqqqp
11 years ago
I love that new microwave weapon xD.
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joewijoyo
  • joewijoyo
  • 79.25% (Friendly)
  • Captain Topic Starter
11 years ago
Well thats weird. I tried it and my game crashed. Probably some wrong coding. Thanks anyways!