I'm trying to make an orbital mortar, it starts with a beacon and the mortars come down after a few seconds. I don't want to use just mortar ordnance because it's so slow. I'm thinking of a spraymine way up and it shoots strait down, but shotpitch doesn't seem to do anything for the spraymine class.
any ideas?
I think you can change a mortar's shot speed.
yes but I need it to fall pretty much strait down (with just a little variance maybe). If i make the shot speed faster, then it arcs away from the intended destination. A faster mortar shot will do fine if i can figure out how to point it down.
okay it looks like theres a team filter for popper mortar. If i can shoot the popper up and have it aim back at the mine that would do pretty much what i'm looking for, but i can't get the filter to work. I set it to zero but it still only shoots enemy objects. Setting it to one and it won't shoot anything.
And is there a way to make it inaccurate? shotvariance or something?
here's what it looks like so far
[OrdnanceClass]
classLabel = "popper"
renderName = "m.render"
shotSound = "whistleshort.mp3"
ammoCost = 1
lifeSpan = 1e30
shotSpeed = 200.0
[PopperClass]
scanRange = 300.0
aimAngle = 1
targetAngle = 1
launchXpl = ""
launchOrd = "hailbolt"
TeamFilter = 0
anglePitch = 10
shotPitch = 10
shotVariance = 10
[Render]
renderBase = "draw_trail"
textureName = "bolt2.tga"
textureBlend = "one one modulate"
textureRate = 0.1
startColor = "100 255 255 255"
finishColor = "255 255 0 0"
startRadius = .5
finishRadius = .5
animateTime = 2
segmentTime = 5
are you tring to make it rain motars or hit a target with them?
I will try to work with bouth but it would help a littel.
Quote"And is there a way to make it inaccurate? shotvariance or something?"
well yes but I still need to know a few things first.
Quote"If i can shoot the popper up and have it aim back at the mine that would do pretty much what i'm looking for"
you can with a radar popper and target what you want it to hit.
Here try this.
[OrdnanceClass]
classLabel = "radarpopper"
renderName = "m.render"
shotSound = "whistleshort.mp3"
ammoCost = 1
lifeSpan = 1e30
shotSpeed = 200.0
[radarpopperClass]
scanRange = 300.0
aimAngle = 1
targetAngle = 1
launchXpl = ""
launchOrd = "hailbolt"
TeamFilter = 0
anglePitch = 10
shotPitch = 10
shotVariance = 10
[Render]
renderBase = "draw_trail"
textureName = "bolt2.tga"
textureBlend = "one one modulate"
textureRate = 0.1
startColor = "100 255 255 255"
finishColor = "255 255 0 0"
startRadius = .5
finishRadius = .5
animateTime = 2
segmentTime = 5
//try this and see
I got some thing like this but mine is a unit {turrent building with a radar popper based off the SRV alt-towers} till you say something I am not going in to units yet.
I think your trying to make a weapon but need more info.
i'd have to double check, but i think that wouldn't work because the radarpopper is being shot by the flaremine i want it to target. If it was being shot by me, then yes i could target things for them to shoot, but technically i'm not the "guy with the gun."
Also, yes i basically want it to rain mortars on a certain spot, so i really don't want to stick around to target things. Just lay a beacon and get the hell outta dodge.
That's fine though, right now i'm using an invisible fountain mine to distribute invisible flaremines around the area that create a contrail and an explosion.
Now i'm just trying to figure out how i want to make it whistle and I need to make a cool looking explosion for it. Right now its using a variant of the daywrecker, but that doesn't look at all like a ballistic impact. :P
hmm
on the mortar set the speed to 0 and its mass to something like 60000 see if it falls faster.
A week or two ago I got a meteor storm style effect rolling. Unfortunately I'm having the same problem as you are, where any faster makes them arc too much
http://www.youtube.com/watch?v=P1yY5rqwggs
gomfg
[WeaponClass]
classLabel = "dispenser"
wpnName = "OMFG WTF"
fireSound = "mmine01.wav"
wpnReticle = "gflare"
wpnPriority = 1
wpnCategory = "SPEC"
[DispenserClass]
shotDelay = 2.0
objectClass = "omfgmine"
omfgmine
[GameObjectClass]
geometryName = "igflar00.xsi"
classLabel = "flare"
scrapCost = 0
scrapValue = 0
maxHealth = 15000
maxAmmo = 1000
unitName = "OMFG ONOZ"
heatSignature = 100.0
[MineClass]
lifeSpan = 15.0
[FlareMineClass]
payloadName = "omfgbm"
fireSound = "smine01.wav"
triggerDelay = 2.0
shotDelay = 0.05
shotVariance = 5.2
damageRadius = 0.0
damageValue(N) = 100 // none
damageValue(L) = 50 // light
damageValue(H) = 5 // heavy
damageValue(S) = 50 // standard
damageValue(D) = 100 // deflection
damageValue(A) = 5 // absorbtion
omfgbm
[OrdnanceClass]
classLabel = "spraybomb"
shotGeometry = NULL
shotSound = "baz03.wav"
xplGround = NULL
xplVehicle = NULL
xplBuilding = NULL
rendername = NULL
ammoCost = 200
lifeSpan = 15
shotSpeed = 18.0
damageValue(N) = 0
damageValue(L) = 0
damageValue(H) = 0
damageValue(S) = 0
damageValue(D) = 0
damageValue(A) = 0
[SprayBombClass]
payloadName = "omfgb2"
omfgb2
[GameObjectClass]
geometryName = NULL //"ioartl00.xsi"
classLabel = "spraymine"
scrapCost = 0
scrapValue = 0
maxHealth = 120
maxHeat = 0
maxAmmo = 1
unitName = "FFS"
explosionName = "xstabcar_c"
[SprayBuildingClass]
payloadName = "omfg"
fireSound = "smort02.wav"
triggerDelay = 2.0
setAltitude = 300.0
omegaSpin = 100.0
shotDelay = 0.01
anglePitch = 5.0
omfg
[OrdnanceClass]
classLabel = "grenade"
shotGeometry = NULL
shotSound = "baz03.wav"
xplGround = "xomfg"
xplVehicle = "xomfg"
xplBuilding = "xomfg"
renderName = "omfg.render"
ammoCost = 1
lifeSpan = 1e30
shotSpeed = 20.0
damageValue(N) = 400 // none
damageValue(L) = 350 // light
damageValue(H) = 300 // heavy
damageValue(S) = 350 // standard
damageValue(D) = 300 // deflection
damageValue(A) = 400 // absorbtion
[Render]
renderBase = "draw_multi"
renderCount = 3
renderName1 = "omfg.smoke"
renderName1 = "omfg.flame"
renderName2 = "omfg.trail"
[Light]
renderBase = "draw_light"
startColor = "80 255 80 500"
finishColor = "80 255 80 500"
startRadius = 25.0
finishRadius = 25.0
animateTime = 1.5
attenuateConstant = 0.0
attenuateLinear = 1.0
attenuateQuadratic = 0.0
[Flame]
renderBase = "draw_twirl_trail"
textureName = "blast.tga"
textureBlend = "one one modulate"
startColor = "255 255 80 127"
finishColor = "0 255 0 0"
startRadius = 5.2
finishRadius = 0.1
animateTime = 1.1
rotationRate = 10.0
emitDelay = 0.001
emitVelocity = "0.0 0.0 0.0"
emitVariance = "1.0 1.0 1.0"
emitLife = 1.1
[Smoke]
renderBase = "draw_twirl_trail"
textureName = "blast.tga"
textureBlend = "one one modulate"
startColor = "80 255 80 31"
finishColor = "0 255 0 0"
startRadius = 5.4
finishRadius = 1.0
animateTime = 0.1
rotationRate = 10.0
emitDelay = 0.005
emitVelocity = "0.0 0.0 0.0"
emitVariance = "1.0 1.0 1.0"
emitLife = 1.1
[Trail]
renderBase = "draw_trail"
textureName = "smoke2.tga"
textureBlend = "one one modulate"
textureRate = 0.01
startColor = "255 255 80 127"
finishColor = "0 255 0 0"
startRadius = 5.1
finishRadius = 0.0
segmentTime = 1.2
lifeSpan = 1.1
flaremines can be set to target units and will target any in range. but if targetting is what you want use a weapon mine.
Neither of us want targeting (apart from his idea of targeting his own flare mine with his ordnance to make it fire downwards).
try FallSpeed = 90.0f mite be fast.
never seen FallSpeed before but it doesn't seem to be doing anything. Do you know of an object that uses it so i can see what it does in context?
Looked in the modlog, it seems that fallspeed was added for the powerup class. Might look into changing the ordnance to a daywrecker if it inherits FallSpeed.
The mass may work, but if the game tries to imitate real life then changing the mass wouldn't affect the acceleration. Looks like Mass is part of the GameObjectClass. as far as i can tell it doesn't work for ordnance class.
SK hit it on the head with targeting. (Nice storm BTW) I don't want it to target, i just want it to rain down on a general area. And these things are coming in from orbit so they need to be fast. Think howitzer rounds in COD WaW
Quote from: S.cavA.rmyG.en on December 22, 2009, 09:03:55 PM
on the mortar set the speed to 0 and its mass to something like 60000 see if it falls faster.
In both BZ and the real world, mass has no effect on how fast something falls and never will.
Rather than using popper with grenades or beams or something, try this...
Weapon is a popper launcher or whatever it needs to be to fire the popper (i forget, i think its cannon). The popper ordnance draws your laser-like beam into the sky or whatever.
Up nice and high where it cant be seen, spawn multiple (or one, whichever) [MissileClass] ordnance types, which have an omegaWaver and rateWaver set to whatever you like to make them inaccurate. you can make them move as fast as you like and they travel in a straight line (apart from the waver settings).
Missiles also have a bit more customizability than grenades.
Fallspeed only works on daywreckers and [powerupclass]
how do you get the popper to spawn things without it targeting something?
popper to spawn things without it targeting something?
[No]the poppers have to target something even if you don't give it the target your self it needs to lock on something to spawn something.
{poppers only support ordnance spawns}.
I now reffer to units for something fun. you can spawn working units with weapons just they will be treated as ordnance and you can not give them orders these units can be used to make weapons that normaly can't be made.
I thought about using a unit or building to do what i wanted but that could get messy. and I'd like it to just shoot, even if there isn't an enemy about. I think i'll just keep it like it is for now.
I've been playing around with deploy times and durations. At first there was a shell coming in every second or so for about 30 seconds. Nice for an "oh hoot what is going on!?" effect. But I inadvertently made it where there were a couple shell hits and then a storm of about a hundred of em within a second or two, good for a "oh hoot! what just happened!?" effect. Which my brothers seem to like asking "what just happened?" better than "what is going on?". I'll post some vids when i get a good explosion working on it.
It looks pretty cool right now with a dense cloud of smoke and flashes of light randomly popping up here and there, the whistling of incoming shells and the shock sounds of explosions and debris. ATM it's a little too taxing on the video though :P
does anyone know how to get rid of the bounce sound for a splinter mortar? I tried bounceSound = "" under [SprayBombClass] with no luck
Some things have a default sound they use, use the silent.wav to shut them up
understood, but what is the ODF key to change the sound? bounceSound doesn't seem to work for popper spraybomb, my bad
[OrdnanceClass]
isArcing = true
classLabel = "spraybomb"
shotGeometry = NULL
shotSound = "silence.wav"
xplGround = NULL
xplVehicle = NULL
xplBuilding = NULL
think thats what you want there.
Imagine a mortar that lays a mine that launches a mortar that lays a mine and so on for about five repeats until the mortar is about halfway across the map.
bounceSound is only for bounceBomb's.
Quote from: Clavin12 on December 24, 2009, 06:25:27 AM
Imagine a mortar that lays a mine that launches a mortar that lays a mine and so on for about five repeats until the mortar is about halfway across the map.
Been done with a slow firing mortar to make a jumping mine.
Poppers have to have something targetted to generate the ordnance.
You can adjust many values with the spray bomb, which is why i ALWAYS use them over bounce bomb (curiously, certain things were not carried over).
[SprayBombClass]
bounceRatio = 0.9
BuildSprayOnHit = false
HitExplodeTypes = 4
payloadName = NULL
[SprayBombClass]
payloadName = "tagca_a2"
SoundBounce = "" //use THIS rather than silence.wav, as silence.wav STILL uses a sound channel.
SoundBounce! thank you. I knew someone would eventually know what i'm talking about :P
I agree on the "" instead of "silence.wav" especially since theres about a hundred of them, and they all make a screaming impact sound.
Quote from: Clavin12 on December 24, 2009, 06:25:27 AM
Imagine a mortar that lays a mine that launches a mortar that lays a mine and so on for about five repeats until the mortar is about halfway across the map.
Something like this (http://www.youtube.com/watch?v=N4fkcLhAgGs)?
Where can you get that?
the bugs I've got somewhere, ill have to put them up. The capture shield i don't think i have anymore but it was just a magnet mine where i played around with some of the values.
stu.cbu.edu/~myarbrou/bug.zip (http://stu.cbu.edu/~myarbrou/bug.zip)