is it possible to make a rocket drop about a metre then fire itself off?
lets say i mounted it to a wing, it would let go of the wing, then about a second later it would fire up and blast forward at its target? can it be faked? or something?
and if not... WHY not!
you need to use weapon geoms (same as pilot grenade pack) for external weapon things.
Then, Thermal missile has settings to control homing ramp speed/etc, so u can make it start out at 0 and then speed up to full speed.
Really BD? That is a VERY interesting fact. :)
Quote from: TheJamsh on August 23, 2008, 06:00:25 PM
is it possible to make a rocket drop about a metre then fire itself off?
lets say i mounted it to a wing, it would let go of the wing, then about a second later it would fire up and blast forward at its target? can it be faked? or something?
and if not... WHY not!
I dont know about getting it to drop a meter or so. I was hoping to do a similar thing when I was creating aircrafts, at first I thought it would be possible with radarpopper class, but radarpopper class will release its ordnance when it reaches the top of its arc (and not using a timed setup like I initially thought), so if you're firing it downwards, it will trigger instaneously.
Theoretically, BD's solution would allow you to release ordnance from the wing and have the ordnance's model disappear when it's fired. I too would like to know how to get ordnance to 'drop' before it fires off.
How does the geom disappear??
I found poppers fired down will instantly activate, so that's out.
yeh me to, with a shotpitch setting set to 6.0
QuoteTheoretically, BD's solution would allow you to release ordnance from the wing and have the ordnance's model disappear when it's fired. I too would like to know how to get ordnance to 'drop' before it fires off.
Sadly it is only the wireframe display that looses grenades, the weapon model always has 3 grenades sticking out of it.
I have not found a way yet to temporarily loose weapon models.
The new MissileClass entrys do help to modify its behaviour, but I'm not sure yet how you get its speed to start at 0.
These need extensive experimentation.
[MissileClass]
omegaTurn = 1.5
velocForward = 35.0 // powered speed of the missile
accelThrust = 20.0 // rate the missile can change speed
delayTime = 0.25 // homing delay time (zero turn rate)
rampTime = 0.4 // homing ramp time (from zero to full turn rate)
avoidRange = 40.0 // terrain obstacle-avoidance range
avoidStrength = 2.0
the wireframe display also has to have a variable type flag in the ODF to make the TGA's swap over
can variables be done with XSI's? so when i drop a pack from the back of a vehicle, the hp_dock XSI changes to one with 3 packs instead of four?
For me I have seen the 3 grenades on the ISDF pack dislodge. At least I thought I did.
it might work then... ill have to try it.
The grenades do dissapear from the backpack.
Same as the jetpack deploys and the satchel charge dissapears.
[WeaponClass]
classLabel = "mortar"
geometryName = "iggren00.xsi"
geometryScale = 0.12
ordName = "grenade"
wpnName = "Concussion Grnd"
wpnIcon = "wire_iggren%d.tga"
fireSound = "mort01.wav"
wpnReticle = "gmortar"
wpnLadder = "gmortar.L0"
wpnCategory = "PACK"
localAmmo = 3
[CannonClass]
shotDelay = 2.0
are you sure? no variables there...
I only said they didn't after picking up an apgren in the editor and watching them NOT disappear as I fired them.
I reserve the right to be wrong, and hope I am.
The grenades model does not change even when you have fired all the ammo.
The satchel charge doesn't either.
Only the wireframe changes.