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Concept: Rampup Weapon
Serialkillerwhal...
post 17 Mar 2018, 7:56
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Is it possible to create a weapon that "ramps up" at shorter range or vice versa?

Here's how I'm picturing how it'd work right now.

The unit in question has 3 weapons, ExampleWeaponShort, ExampleWeaponMedium, and ExampleWeaponLong, as it's primary, secondary, and tertiary weapon, and fires all of them at it's target if possible.

ExampleWeaponShort would have a 0-75 range, ExampleWeaponMedium, would have 76-150, and ExampleWeaponLong has 151-225 range.

Add in ShareWeaponReloadTime = Yes with a single-shot reload weapon and it would work without any two weapons firing in quick succession, right?


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Omeka88
post 17 Mar 2018, 20:09
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for the ShareWeaponReloadTime yes , the unit take time to reload (using the relad time of the weapon used).

for the wepon look like the game prioritize use primary (unless special damage like sniper vs infantry ecc or target only air)
no matter the range , the unit go close(or far if minimum range) and use the primary

so you can make a manual control for change weapon used but not automatic (as far y know)


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Zeke
post 18 Mar 2018, 13:55
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QUOTE (Serialkillerwhale @ 17 Mar 2018, 14:56) *
Is it possible to create a weapon that "ramps up" at shorter range or vice versa?

Here's how I'm picturing how it'd work right now.

The unit in question has 3 weapons, ExampleWeaponShort, ExampleWeaponMedium, and ExampleWeaponLong, as it's primary, secondary, and tertiary weapon, and fires all of them at it's target if possible.

ExampleWeaponShort would have a 0-75 range, ExampleWeaponMedium, would have 76-150, and ExampleWeaponLong has 151-225 range.

Add in ShareWeaponReloadTime = Yes with a single-shot reload weapon and it would work without any two weapons firing in quick succession, right?


No, ZH unit will always try to move close enough to use their weapon with the shortest range, but once it hits any of the weapons with minimum range, it will move back again, and be stuck in a loop without firing.


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Serialkillerwhal...
post 19 Mar 2018, 7:46
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Well, in that case what if the first and second weapons were silent and merely dealt small amounts of damage, so that the closer you are, the more of the unit's weapons fire. Since only the "Long range" weapon has an audiovisual cue, and the other two fire at the same time as the it, dealing damage but not having a visible effect, could that work?
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Zeke
post 20 Mar 2018, 4:27
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the unit will still always try to move in to the shortest range before firing, which defeats the purpose of having multiple weapons

This post has been edited by Zeke: 20 Mar 2018, 4:28


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Serialkillerwhal...
post 21 Mar 2018, 3:24
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What about on a defense structure?

Yes, I know I'm literally grasping at straws here.


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Zeke
post 21 Mar 2018, 6:06
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What you could do, is perhaps something similar to the Shenlong's weapon in ROTR.

Make an invisible projectile that has several fire weapon update modules that each fire once but with different initial delays, so it fires progressively weaker damage weapons as the projectile moves along.

Then it's just a matter of timing everything correctly.


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