Posted: Wed Jan 30, 2008 5:40 am Post subject:
Attempt at multiweapon(burst/split/cluster)
The inspiration came from the spider cyborg that has a two stage rocket attack from FS. I modded the ORCATRAN into a missile cruiser attempting to utilize the spider cyborg's QUADLAUNCHER-->DUALCLUSTER-->DUALROCKETS. In effect, it fires a max burst of two, but these two missiles in turn split, and end up becoming four. The problem I'm experiencing is range. If I try to change the range to be longer in any of the three aforementioned the game simply crashes when I try to attack something with the missile cruiser. It does work when using the aforementioned verbatim, even if changed with your own wording but using the same stats except projectile=ORCAAP instead of SA for the QUADLAUNCHER, because an aerial target firing a samshot would be ridiculous. Also, has anyone has any success modding a multiweapon platform playing around with burst/splits=yes/cluster? Thanks. QUICK_EDIT
Yes, I have made an electro based weapons which has multiple clusters and splits. The Reaper is hard coded in some of its weapon I believe, this may affect modded or custom made splitting weapons. I'm guessing your aware that the weapons you use as the splitted rockets must have thier weapons listed on a spare unit, an example is the Multi Missiles rockets are unused by any unit ingame but need to be listed as a spare units Primary= ( [WEEDGUY] Primary ).
It could be possible an air unit has difficulties when it comes to splitting weapons, I'm not sure. It could be quite interesting making a bomber drop cluster bombs and stuff however. All i can say is double check the ideas and your work done on the splitting weapons and expiriment with it on other units. _________________ QUICK_EDIT
split weapons do work on air units. However they sometimes hit the firing unit itself, if their RetargetAccuracy is lower than 100%.
But none the less a cool effect if an orca fires with one volley 6 small missiles on a wide area (done if first stage has range=0)
Cluster Bombs for the OrcaB are possible too, but should be made using art.ini debris logic, since the dropping bomb logic could have problems working together with the airburst/cluster logic, because the bombs can't travel over the target.
(or you change the bomb into an invisible homing missile with range=1 that uses the airburst logic; then it could look like the bomber is dropping multiple bombs at once)
The main important thing is you give a dummy unit the second stage weapons. Then you can even have 6 stage projectiles. (tested)
However for a single 6-stage weapon you need 2 dummy units. ([DUMMY1]Primary=stage2;Secondary=stage3;Elite=stage4[DUMMY2]Primary=stage5;Secondary=stage6
stage1 is fired from the real unit) _________________ SHP Artist of Twisted Insurrection: Nod buildings
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