Quote:
Originally Posted by ImmoMan";p="
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.
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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...