Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Tue Jun 02, 2009 8:16 pm Post subject:
How do i make the chopper shoot in all directions with missL
i made a chooper that shoots missiles. it wont look great but... its been needed for awhile (and Ares might fix it eventually anyways). The chopper shoots great but only whats infront of it... is there a way to make the missile shoot all around? i did it before but.... I do not remember how ;_;
OmniFire=yes on the weapon _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
not to sure but i would have to say that the inacurate=yes tag may be your problem. Also try adding VeryHigh=yes. And correct me if im wrong but if you make it Airburst=yes dont you have to have an AirburstWeapon= weapon? QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Wed Jun 03, 2009 10:46 pm Post subject:
nope. still loops over it. is there a way that i make it not loop and shoots streight? it just does this arch over it behind the building unless its really close. i used inaccurate at both yes and no and very high on yes and no... doesnt matter. Any other ideas? :/ QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Wed Jun 03, 2009 11:32 pm Post subject:
oh. interesting. also if the tag is not real... the game simply wont read it... so removing it wont make a differnet :/ Though i will go ahead and make it to Airburst= and see if it at all is interesting n-n QUICK_EDIT
yea the ROT=1 was just an example, thats why i said he may need to fiddle around with the ROT #, I'm kinda surprised he even got it to fire without a ROT at all. QUICK_EDIT
the only other option I can think of is add ROT=1, you may need to fiddle around with the ROT #
ROT=1 has a few......interesting properties however.
For one, it does not how shall we say "obey" the OmniFire= tag. At least not how you think it should.
On JumpJet=yes (JumpJet loco too) air units the ROT=1 weapon fires due in front of it even if OmniFire=yes. This creates the amusing effect of missiles circling back around a humongous distance trying to home in on a target.
NOTE: this amusing effect only presents itself when the Jumpjet is facing any angle greater than 90 degrees from it. Not quite as amusing from 45 degrees to 90, and fully functional (more or less) from 45 degrees less.*
*referring to lateral rotation as in ROT itself. Z coordinates (altitude?) need not apply. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Thu Jun 04, 2009 6:22 am Post subject:
lol. Airburst=yes made me get an ie :/ so i removed it all together. as for ROT... it isnt a required tag :/ so thats why i was able to sneak around from it... though i will try a bunch of numbers (maybe making it pretty high so it instantly aims to the proper area?) QUICK_EDIT
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