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Old 07-05-2005, 02:50 PM   #9 (permalink)
Waraddict
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Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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Quote:
Originally Posted by ImmoMan";p=&quot View Post
Not quite, fox, this thread seems to be more like 'dumb ideas that someone might use' rather than 'really interesting ideas that no one came up with' like the trade secrets one's about.
Yes, think of it as a little mix and pick for some interesting though not yet perceived as useful coding.

Here's another one, how many of you took a look at the Avenger's Target Designator weapon?

Modifying it a little can have some very interesting (though for what reason I can't think of, useful) effects...

Code:
Weapon AvengerTargetDesignator
  PrimaryDamage       = 200.0       ; How long (msec) we put the status on the target (should equal or exceed DelayBetweenShots)
  PrimaryDamageRadius = 0.0
  AttackRange         = 200.0 
  DamageType          = STATUS      ; We put an Object Status on the target
  DamageStatusType    = FAERIE_FIRE ; And here is what
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 200         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  LaserName           = AvengerTargetingLaserBeam
  LaserBoneName       = TurretFX03
  FireFX              = WeaponFX_AvengerTargetDesignator
  FireSound           = AvengerPaintWeaponLoop
  FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
End
Bringing your attention to the DamageStatusType tag, aswell as FAERIE_FIRE, which makes the any other unit targeting the Avenger's target fire faster at it you can also put in any of the following instead of FAERIE_FIRE...

IS_CARBOMB, IGNORING_STEALTH, NO_ATTACK_FROM_AI, IS_AIMING_WEAPON, USING_ABILITY, MASKED, RECONSTRUCTING, UNDERGOING_REPAIR, SOLD, CAN_STEALTH, DETECTED, STEALTHED, IS_BRAKING, IS_FIRING_WEAPON, WET, AFLAME, HIJACKED, REPULSOR, PARACHUTING, AIRBORNE_TARGET, NO_ATTACK, NO_COLLISIONS, UNSELECTABLE, UNDER_CONSTRUCTION, CAN_ATTACK, DESTROYED

(ZH): BOOBY_TRAPPED, DISGUISED, REASSIGN_PARKING, KILLING_SELF, STATUS_RIDER8, STATUS_RIDER7, STATUS_RIDER6, STATUS_RIDER5 , STATUS_RIDER4, STATUS_RIDER3, STATUS_RIDER2, STATUS_RIDER1, DECK_HEIGHT_OFFSET

Now just two notes about this...

- Some will have an effect on a targetted unit, some will have no effect whatsoever.

- Firing twice will reverse the effect in most cases.

Additionally, if you know your coding you could get a unit to fire it on itself through a button, of course clicking on it a second time will shut that status off, making some interesting possibilities, eh, if you can find any...
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