Concept: Rampup Weapon |
Concept: Rampup Weapon |
17 Mar 2018, 7:56
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#1
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
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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17 Mar 2018, 20:09
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#2
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
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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18 Mar 2018, 13:55
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#3
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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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19 Mar 2018, 7:46
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#4
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
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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20 Mar 2018, 4:27
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#5
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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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21 Mar 2018, 3:24
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#6
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
What about on a defense structure?
Yes, I know I'm literally grasping at straws here. -------------------- |
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21 Mar 2018, 6:06
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#7
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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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