View Single Post
Old 06-30-2004, 07:06 PM   #11 (permalink)
gedden
Junior Member
 
Join Date: Jun 2004
Posts: 14
Default

Ok, I have 3 distrinctly different ways of accomplishing this...


however, they are *all hacks in one way or another, and rely on values that are used by other parts of the game....


I wont post the third way yet, its pretty damm complicated and im not done yet (basically spawning invisible objects which live and die instantly, and simply serve to push the target objects... ). When I get this working, ill post it.

anyway, the basis of the first two is that while you cant give the shockwave a negative value, you CAN give the shockwave taper a negative value, and since the taper is just multiplied by the shockwave value, a negative taper simply acts like a positive taper with a negative shock.

So a beam that pulls an object (with a normal locomotor) towards it would be as follows....

Code:
;------------------------------------------------------------------------------
Weapon TractorBeam   ;slower one, not contunious
  PrimaryDamage           = 0.0001
  PrimaryDamageRadius     = 10.0
  ScatterRadiusVsInfantry = 6.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 200.0
  MinTargetPitch          = -15
  MaxTargetPitch          = 60 
  DamageType              = EXPLOSION
  DeathType               = NORMAL
  WeaponSpeed             = 8
  WeaponRecoil            = 2
  LaserName               = YankeeLaserBeam
  LaserBoneName           = TurretMS01
  ProjectileExhaust           = MissileExhaust
  FireFX                  = Lazr_WeaponFX_LaserCrusader
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 500
  ClipSize                = 0
  ClipReloadTime          = 0  ProjectileCollidesWith  = STRUCTURES WALLS 

  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround            = Yes
  ;ShockWaveAmount       = 6
  ;ShockWaveRadius       = 10
  ;ShockWaveTaperOff     = -6

  ShockWaveAmount       = 6.5
  ShockWaveRadius       = 10
  ShockWaveTaperOff     = -6

End
the problem with using the shockwave is two fold...


1. shockwave blasts objects in TWO directions, not one (UP and AWAY).....
the code above is careful to to pull (let it slide) while not augmenting the up direction too much.... thats the way I like
There are two *other ways to fix this as well....
a. set the world gravity really damm high..... and just adjust air-pane lift values.. that works really well.
b. in the target objects locomotor, add: StickToGround = Yes... that makes it so it cant lift off....

2. target objects weight and locomoter values effect this... may be a good thing (sepeerate for planes....)

So thats the first tractorbeam. The second is smoother, and the third is turning out well... ill let yall know.
gedden is offline   Reply With Quote