Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: TheJamsh on August 23, 2008, 06:00:25 PM

Title: help with my next new weapon
Post by: 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!
Title: Re: help with my next new weapon
Post by: General BlackDragon on August 23, 2008, 07:11:37 PM
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.
Title: Re: help with my next new weapon
Post by: Zero Angel on August 24, 2008, 03:36:41 AM
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.
Title: Re: help with my next new weapon
Post by: bigbadbogie on August 24, 2008, 04:38:15 AM
How does the geom disappear??
Title: Re: help with my next new weapon
Post by: Nielk1 on August 24, 2008, 05:08:28 AM
I found poppers fired down will instantly activate, so that's out.
Title: Re: help with my next new weapon
Post by: TheJamsh on August 24, 2008, 11:06:53 AM
yeh me to, with a shotpitch setting set to 6.0
Title: Re: help with my next new weapon
Post by: mrtwosheds on August 24, 2008, 12:33:06 PM
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   
Title: Re: help with my next new weapon
Post by: TheJamsh on August 24, 2008, 04:24:23 PM
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?
Title: Re: help with my next new weapon
Post by: Nielk1 on August 24, 2008, 06:03:57 PM
For me I have seen the 3 grenades on the ISDF pack dislodge. At least I thought I did.
Title: Re: help with my next new weapon
Post by: TheJamsh on August 24, 2008, 07:23:28 PM
it might work then... ill have to try it.
Title: Re: help with my next new weapon
Post by: General BlackDragon on August 24, 2008, 07:46:29 PM
The grenades do dissapear from the backpack.

Same as the jetpack deploys and the satchel charge dissapears.
Title: Re: help with my next new weapon
Post by: TheJamsh on August 24, 2008, 08:40:40 PM

[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...
Title: Re: help with my next new weapon
Post by: mrtwosheds on August 24, 2008, 09:57:01 PM
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.
Title: Re: help with my next new weapon
Post by: bigbadbogie on August 24, 2008, 10:01:32 PM
The grenades model does not change even when you have fired all the ammo.

The satchel charge doesn't either.

Only the wireframe changes.