Page 1 of 1
More newbie questions
Posted: Sun Jul 27, 2003 6:42 am
by seraglio
More things I cant figure out.
What does the trap type of 'deadboy' do. Cant seem to get it to do anything. Same with Beacon.
How does a spread/arc of radial work. So far I have used it to create a 'Spin' mode for a sword that attacks everyone around the wielder. Is the radius always around the wielder or target?
Posted: Sun Jul 27, 2003 7:00 am
by seraglio
One more question, is there any weapon that does NOT have an animation, or has the 'doing something ' animation llike pickpocket or using stimpack. Wanting to create a weapon entitie that uses no animation but works
Re: More newbie questions
Posted: Sun Jul 27, 2003 7:47 am
by OnTheBounce
seraglio wrote:What does the trap type of 'deadboy' do. Cant seem to get it to do anything.
A "Deadboy" trap is something that wasn't implemented. What it was supposed to do was to detonate when the character holding it died, doing a massive amount of damage. While the actual trap type wasn't implemented, if you need something to do that you could accomplish it with an explosive which has a Tag Name, an Object Script State trigger and a "Less than 1 Alive" condition.
seraglio wrote:Same with Beacon.
Beacons are yet another FoT feature which were not implemented. What they were supposed to do is to represent "off-board" artillery. An artillery beacon could be placed to call in fire from those guns. They were supposed to be available at Cheyenne Mountain to help dislodge some of the tougher batches of opponents. This cannot be simulated very well w/o a mountain of scripting.
seraglio wrote:How does a spread/arc of radial work. So far I have used it to create a 'Spin' mode for a sword that attacks everyone around the wielder. Is the radius always around the wielder or target?
I'm not sure about Radial, but IIRC it's mainly for grenades. I'm not sure about who/what it's centered on.
OTB
Posted: Sun Jul 27, 2003 9:31 am
by Flamescreen
Never experimented with it, but from the sound of it, should be centering in the object used and do an amount of damage to all inside a circle formed round the object.
Posted: Sun Jul 27, 2003 6:08 pm
by seraglio
Did some more experimentation last nite. The effect is always centered on the player, not the target, The player is never hit. Range is the blast radius around the player. It works quite well for short melee attacks. If you wanted to make a grenade that hit everyone around you but never you you could do this too, though im not sure what that would simulate.
I was hoping this was an alternative for the 'radius' tag under weapons, a way to create AOE attacks in different modes. It dont work that way though, recruits ten paces behind you get blown up too =(.
I'm still upset tehy didnt put EVERYTHING in weapon entiites under the modes. That way you could have different ammo selections, you could have grenade launchers on your rifles, different sounds and sprite effects etc. Grrr