Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Sat Jan 11, 2014 7:25 pm Post subject:
FireFLHs
Is there a way to set more than 2 (Primary)FireFLHs on a weapon?
More specifically I'm looking for a way to launch 4 spawned missiles from 4 places.
AlternateFLHX Didn't work as I tried.
I also tried to use SecondSpawnOffset, but still the missiles only launched from 2 places. QUICK_EDIT
use turretspins and omnifire
This way you can let the missiles fire from up to 32 different spots in a ring shape. (needs an invisible dummy turret or a turret which looks like a spinning radar) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Sat Jan 11, 2014 8:47 pm Post subject:
The unit only fires straight forward, so that would not work.
It is very simlar to the MLRS from Tiberian Dawn, but with no turret, uses spawned missiles and has 4 launching pods. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 11, 2014 10:02 pm Post subject:
Krow wrote:
Nope, not with vanilla YR or Ares. You can with NPExt though.
Ares also have CyclicGattling now. We call it Gattling.Cycle tho. http://ares-developers.github.io/Ares-docs/new/gattlingcycle.html _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
use turretspins and omnifire
This way you can let the missiles fire from up to 32 different spots in a ring shape. (needs an invisible dummy turret or a turret which looks like a spinning radar)
I'm skeptical, but does this really work? So damn awesome if that's the case.
Quote:
Ares also have CyclicGattling now. We call it Gattling.Cycle tho.
I assume we can use this to mimick multiple FLH? How though? Different stages with different FLH and really fast rate? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
use turretspins and omnifire
This way you can let the missiles fire from up to 32 different spots in a ring shape. (needs an invisible dummy turret or a turret which looks like a spinning radar)
Its better he use an omni-directional muzzle anim too.
You can also use GattlingCycle and use all 6 slots. (3 for Anti-ground & 3 for Anti-Air) that gives you up to 2 possible locations per Weapon Slot. _________________ ~ Excelsior ~ QUICK_EDIT
Try increasing the rate of reload so that its instantaneous... That or its not a good choice for MissileSpawners. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jan 12, 2014 2:06 pm Post subject:
Stage2 should be 6 not 3. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Sun Jan 12, 2014 2:52 pm Post subject:
Graion Dilach wrote:
Stage2 should be 6 not 3.
I forgot that it continues to count after the weapon stage.
But still, it fires as if there was Burst=4, ignoring that the weapon has Burst=2 and ROF=70...(it does this even without gatling.)
[APMLLauncher]
Damage=1
ROF=70
Range=12
Spawner=yes
Projectile=InvisibleAPML
Speed=10
Burst=2
MinimumRange=5
Warhead=Special
Report=BoomerAttack1
;LaserInnerColor=255,5,5 ;Target Lasers does not work either...
;LaserDuration=20
;IsLaser=true
It seems to read
Spawns=APMLMISL
SpawnsNumber=4 <----- this as if its supposed to fire all 4 at the same time. I intended to make it fire 2, then wait a short moment, then fire 2 more, then reload new missiles.
SpawnRegenRate=800
SpawnReloadRate=0
Also there appears an issue with the sound, since it keeps playing the first frame of BoomerAttack1 in a loop when it has no missiles, but has a target.
When it loses its target or is told to move, it plays the whole sound. QUICK_EDIT
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