Questions |
Questions |
7 Dec 2016, 6:01
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#1
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
1.Is it possible to add a new damage type?
2. How do i implement a probability hit system? |
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7 Dec 2016, 6:06
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#2
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The Forums American Hotshot Flyboy Group: Tester Posts: 2859 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
1- No
2-Ehh someone else can explain it better but weapons have miss chances or scatter rates -------------------- |
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7 Dec 2016, 6:34
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#3
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
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7 Dec 2016, 6:46
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#4
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
1.Is it possible to add a new damage type? Damage types are hard-coded, so no. 2. How do i implement a probability hit system? With randomise-object functions like Technicals. ShW' and ROTR' Flak Cannon bunkers use this IIRC. 3. Where can i find any decent w3d sukhoi models? Probably in here, somewhere. |
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7 Dec 2016, 7:21
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#5
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
Damage types are hard-coded, so no. With randomise-object functions like Technicals. ShW' and ROTR' Flak Cannon bunkers use this IIRC. Probably in here, somewhere. 1. I see. 2. Where does that go? Does it require lots of coding? Does it work on aa weponry? 3. Can't find any, thanks anyway. I got one on turbosquid, it's in .3ds format though. |
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7 Dec 2016, 10:46
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#6
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Group: Dev. Team Posts: 276 Joined: 10 June 2009 From: Austria Member No.: 123 |
2. Where does that go? Does it require lots of coding? Does it work on aa weponry? You use a projectile with a build variation (see Technical) where for instance 4 out of five times a regular projectile is spawned and 1 time a special one which is modified (e.g. Locomotor) in a way that it always misses. It requires lots of coding. The Shockwave Flak Bunker works exactly like this (iirc) |
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7 Dec 2016, 15:35
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#7
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
Thanks guys that really helped:)
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8 Dec 2016, 1:16
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#8
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
4.it is possible for fixed wing aircraft not to stick to a certain height above the ground?
5.do special maneuvers require an animation? |
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23 Dec 2016, 13:10
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#9
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
6) how do i make stealth units "blink" instead of becoming transparent all the moment it exits whatever produced it?
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23 Dec 2016, 14:07
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#10
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
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23 Dec 2016, 15:34
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#11
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
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23 Dec 2016, 15:36
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#12
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
7. Does weapon speed affect the speed of the projectile or just the damage?
8. If i want to make something target only specific units(like a harm missile), does the code that determines what it can hit go in the scripts or the unit's directory? Sorry for any inconvenience caused |
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23 Dec 2016, 16:23
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#13
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
7. Does weapon speed affect the speed of the projectile or just the damage? 8. If i want to make something target only specific units(like a harm missile), does the code that determines what it can hit go in the scripts or the unit's directory? Sorry for any inconvenience caused 7. Speed of projectiles, except missiles which take their speed from their locomotors. 8. What a unit can attack is determined by the damage type of their weapon, and the damage types its target's armor can take damage from. Example: Units with weapons with the LASER damage type can attack missiles, because missile armor has the field "LASER = 100%", while they cannot attack tanks because tanks have "LASER = 0%" -------------------- |
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24 Dec 2016, 1:19
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#14
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
How about 4,5 and 6?
8. What a unit can attack is determined by the damage type of their weapon, and the damage types its target's armor can take damage from. Example: Units with weapons with the LASER damage type can attack missiles, because missile armor has the field "LASER = 100%", while they cannot attack tanks because tanks have "LASER = 0%" So units automatically ignore stuff that they can't harm? Seems simple. |
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24 Dec 2016, 3:27
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#15
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
4.it is possible for fixed wing aircraft not to stick to a certain height above the ground? 5.do special maneuvers require an animation? 6) how do i make stealth units "blink" instead of becoming transparent all the moment it exits whatever produced it? 4. No, afaik 5. What do you mean by "special maneuvers"? 6. What do you mean by "blink", temporarily become un-stealth from time to time, or just visually blinking while stealth? -------------------- |
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24 Dec 2016, 3:44
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#16
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
5. Stuff like the aileron roll the berkut does. Or the cobra. Or the kulbit.
6. The latter. Like most other stealth units in-game. Or can i make them totally visible even when cloaked? |
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24 Dec 2016, 5:29
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#17
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
5. Stuff like the aileron roll the berkut does. Or the cobra. Or the kulbit. 6. The latter. Like most other stealth units in-game. Or can i make them totally visible even when cloaked? 5. Yes they require animations. 6. Add these fields in the object's stealth update, then edit them: CODE FriendlyOpacityMin = 50%
FriendlyOpacityMax = 100% -------------------- |
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24 Dec 2016, 5:42
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#18
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
So....i assume the Minimum value goes up?
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24 Dec 2016, 5:44
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#19
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
min = how transparent it can be
max = how opaque it can be 100% = not transparent 0% = completely invisible -------------------- |
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24 Dec 2016, 7:45
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#20
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
Ok thanks
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25 Dec 2016, 23:48
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#21
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Supérior Caliburwielder Group: Project Leader Posts: 632 Joined: 23 August 2013 From: Iszkaszentgyörgy, Hungary Member No.: 10093 Just a random modder trying to give a helping hand. |
Who or what is sleipnir? Sleipnir is the old username of pchote, the main OpenRA coder. -------------------- AS Discord server: https://discord.gg/7aM7Hm2 | SWR Community Discord https://discord.gg/REcbv37 QUOTE ComradeCrimson: AS is the product of Hungarian acid ComradeCrimson: And magical hussars Dutchygamer: and Weird Al. QUOTE (Hanfield @ 17 Dec 2016, 20:47) we have players who don't play, testers who don't test, devs who don't dev and members who don't remember |
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