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Another way to emulate a super weapon. Need some help.
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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Thu Oct 14, 2010 3:09 am    Post subject:  Another way to emulate a super weapon. Need some help.
Subject description: An idea I have been toying with.
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I am currently toying with the idea of giving the Mutant faction in my mod (private ofc) a chemical cluster bomb by emulating a turret for a building. In effect I want to give the building a weapon, with one ammo, infinite range with a very long reload time (emulating a weapon recharging) and ofc making the weapon unable to auto fire. I was wondering if this would be possible and if it's possible for an animation or something to fire when a unit has reloaded it's weapon.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 14, 2010 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I have absolutely no clue what you want to do. Confused
1. You want a turret for a building. But only "emulate" it? And how should a emulated turret help in doing a cluster bomb? These are 2 completely unrelated things.
2. You want an animation to fire something when a unit has reloaded its weapon, yet you say you want an emulated building turret? huh? What has an animation to do with a weapon? What has the unit to do with the building?

However i can give you the following facts:
a) a building can't use Ammo. This key doesn't works on buildings and completely breaks the RateOfFire making the building fire its weapon in the fastest possible way (one shot per frame)
b) NoAutoFire=yes is the key you have to give a unit/building so it doesn't fires on its own on an enemy unit in range. Though if an enemy would attack it, it would still retaliate and fire with its weapon back.

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Thu Oct 14, 2010 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay what I wanted to do was make a turret equip with a super weapon in this case a cluster missile. Give the building ammo as an indicator of when the weapon is ready to fire and mae the reload time huge. If the building cant use ammo, dw it wont rly work.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 14, 2010 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah i see. Though i still don't know why you want to use a turret. A normal silo without any turret should do the job too.

To indicate when the weapon is ready you could try using the Obelisk charge logic and make the chargeanim extremely slow.

Another way would be a particlesystem. Since a PS can prevent a weapon from being fired again as long as the PS runs, you could use it to show something like a "weapon charging" text above the building or a special animation to show that the weapon is still charging.

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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Fri Oct 15, 2010 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

But the ammo thing is buggered in buildings. Oh well, the above is a possibility...

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