logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,677
Total Threads: 8,796
Posts: 95,827

Administrators:
DeeZire, Redemption

There are currently 25 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements

DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Trying to code a "charge" type weapon, need help

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 10-03-2003, 09:27 AM   #1 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default Trying to code a "charge" type weapon, need help

I'm trying to make a "charge" type weapon, resembling something like a tesla coil or a prism tower from RA2. The idea is that the weapon needs to "charge" or "lock on" for a few seconds before firing. After charging it fires 3 energy pulses in a single salvo, then it needs to charge again before firing another 3.

The weapon works fine so far, but there's a few small problems. First, I want it to play a sound when it charges, so the enemy knows they have been targeted and get out of range quickly. But the only sound (that I know of) you can play with a weapon is when it actually fires, not before it fires. And the second problem is more of an annoyance: when you manually select a new target while the weapon is charging, the charging starts all over again. I want it to just remain charged so you can select a target if you see a better one, without disrupting the charging process alltogether.

Here's the code, if that helps.

Code:
Weapon LaserPulseWeapon
  PrimaryDamage = 150.0
  PrimaryDamageRadius = 10.0
  AttackRange = 225.0
  DamageType = LASER  ;this damage type has been changed
  DeathType = LASERED
  WeaponSpeed = 999999.0     ; dist/sec
  DelayBetweenShots = 200         ; time between shots, msec
  ClipSize = 3            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 500            ; how long to reload a Clip, msec
  AutoReloadsClip = Yes
  AutoReloadWhenIdle = 600
  PreAttackDelay = 4000
  PreAttackType = PER_CLIP
  LaserName = BigLaserBeam
  FireSound = LaserPulseFireSound
End
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-03-2003, 10:09 AM   #2 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: USA
Posts: 386
Send a message via AIM to warlord Send a message via MSN to warlord Send a message via Yahoo to warlord
Default

Dunno your problem but I wanna know how everytime I try to create a prizm tank laser effect then other people try it. We could of just thought of of it at the same time. Thats just strange since it happened when i first started modding for Generals. Anyway good luck with the charging weapon.
warlord is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-03-2003, 10:25 AM   #3 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

Well, don't know why everyone is copying you Prism Tank idea, I guess it's just coincidence. I just had an idea and am trying to implement it like this. It's not even an actual laser really because it is blue, not red. I may even trade the laser effect for a "plasma"-like projectile if the laser doesn't look or feel right. But fixing this is first priority right now.
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-03-2003, 04:52 PM   #4 (permalink)
Member
 
Join Date: May 2003
Location: USA
Posts: 83
Send a message via AIM to Syndicate
Default

I like this idea a lot and I think I'll look into it.

Just from off the top of my head, pretend its a nuke cannon. You could make it so it has to deploy to fire, and while its deploying make a charging animation. Ok. Then make it have turret turn rate=0? so that it has to lock onto one thing when deployed. (though thats not what you want, sorry)

But if a unit moves away, then they will avoid the blast. Make it have splash though, and a fast projectile so it has a chance to hit its target. It's only disadvantage then is that it can't hit units when they move out of its sight.


Sound good? Try testing it out because I might add this to the USA as some kind of a Fusion Laser tank.
Syndicate is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Orginal C&C Generals "Alpha" Build98 Released Chrizz Generals & Zero Hour Editing 3 04-10-2005 10:27 AM
"gameblender3d freeware" .blend file convert ?&quo emmanuel Generals & Zero Hour Editing 6 04-07-2005 07:25 AM
Mu;tiple "types" of Rebel Ambush units Hostile Generals & Zero Hour Editing 2 09-03-2004 01:57 PM
Aurora-type invincibility while "moving" Fritz Generals & Zero Hour Editing 2 07-22-2004 06:09 AM
"Buibable" Carpbet Bombing Airplane Tutorial The_Hunter Generals & Zero Hour Editing 15 06-12-2004 07:25 PM


All times are GMT -4. The time now is 09:54 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.