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Buildable Artillery Strike?
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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Thu Jul 19, 2007 3:17 am    Post subject:  Buildable Artillery Strike? Reply with quote  Mark this post and the followings unread

What I'd like to do is experiment with the possibility of creating an artillery strike without adding to many things to the game (IE animations, unit image, etc). The method I'm thinking of using is creating a unit that act like the hunter seeker and is built from the helipad but a unit has to be on it. I've actually created a GDI missile strike using this method. Anyway there are some things I'd like to know:
1: is there a flight level which is out of view of the camera
2: is it possible to create an inaccurate projectile. (not using inaccurate tag)

I was thinking of also experiment with the EMP weapon type but I dont think that would work as sucessfully. Unless the projectile can be invisavble yet be an airburst...

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu Jul 19, 2007 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

the artillery building will simply have a firing animation, where it launches a shitload of shells into the air. in the Rules, you give it an invisible projectile. when that projectile impacts, give it an explosion animation, that looks like mentioned shitload of shells imapcting into the ground. the weapon itself will do 1 dmg or so, but the animation will do the real damage. (specified in art.ini as far as i can remember) you can make the animation about as large as you want, thus covering a large area, making it look inaccurate.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Thu Jul 19, 2007 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
the artillery building will simply have a firing animation, where it launches a shitload of shells into the air. in the Rules, you give it an invisible projectile. when that projectile impacts, give it an explosion animation, that looks like mentioned shitload of shells imapcting into the ground. the weapon itself will do 1 dmg or so, but the animation will do the real damage. (specified in art.ini as far as i can remember) you can make the animation about as large as you want, thus covering a large area, making it look inaccurate.


simply said, have a look at worm's nuke tutorial
instead of simple animations, make it spawn meteor animations, have the new meteor images be your shells

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Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu Jul 19, 2007 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

...doesnt that lag like hell?

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Thu Jul 26, 2007 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
...doesnt that lag like hell?


no

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Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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