Posted by: NewNightmare - Sunday, October 9, 2011 12:52:29 AM
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)
Posted by: CommieDog - Sunday, October 9, 2011 11:07:07 AM
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.
Posted by: NewNightmare - Sunday, October 9, 2011 2:47:16 PM
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?
Posted by: NewNightmare - Monday, October 10, 2011 1:52:13 AM
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
[code]
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[/code]
SECONDARY
[code]
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[/code]
TERTIARY
[code]
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[/code]
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)