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

Forum Info
Forum Members: 18,537
Total Threads: 8,626
Posts: 94,207

Administrators:
DeeZire, Redemption

There are currently 105 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 » Some questions about overlordcontain and firing weapons.

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

Reply
 
LinkBack Thread Tools
Old 10-26-2005, 01:15 PM   #1 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 144
Default Some questions about overlordcontain and firing weapons.

So I'm still playing with my uber unit, (massive flying juggernaut of death about the size of a command center ), and I need confirmations on what can be done.

I want to have some weapons on it that can only aim and fire in directions other than straight.

I'm thinking I'll have to put some structures on it to accomplish this, but for a better idea of what I need, here's a couple of the weapons that I'm talking about:

I want to have several machine gun weapons mounted on it, but some I want to mount some on the side and have them basically firing sideways at flanking units.

I also want to have a missle weapon that fires only at a fixed odd angle (backwards and facing down some) but be able pick a target regardless of it's position so long as it is in range.

Finally, I want to have a missle weapon that shoots a burst in a wide spread pattern, like within a 120 degree cone.

I can code pretty well, but I haven't done these yet so ideas are welcome and greatly appreciated.

If any of this can be done, I'll be a happy camper.
Thinimus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-26-2005, 03:43 PM   #2 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default

I tried doing this before, but to no success; It seems you're limited to a single Overlord contain module per unit for starters.
Ambershee is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-26-2005, 05:13 PM   #3 (permalink)
Senior Member
 
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
Default

hehe, yea, but there's a trick, haven't tried it yet, but it involves the OCL that makes the portable structure, use the ocl to spawn multiple objects, as long as the spawn points are generic, it should look fine, but you may get random order of spawns each time, not sure.
NukeWinter is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-26-2005, 08:04 PM   #4 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default

As well as random facings for each object if you don't specify direction, otherwise all objects have it.

And if you have different objects, random objects appearing on them too
Ambershee is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-27-2005, 08:25 PM   #5 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 144
Default

I just had a thought: Can I do something similair to the battleship? It has two turret and set at a fixed default position, so I'm thinking something can be done along those lines. (There have been mods with the ship moving as well.)

Anyway, just hoping.
Thinimus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-27-2005, 09:05 PM   #6 (permalink)
Senior Member
 
CommieDog's Avatar
 
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 368
Default

The two-turreted Battleship is fairly easy: just look at the AltTurret code for AmericaVehicleBattleship in \Object\AmericaMiscUnit.ini. I suppose you could combine the AltTurret with an OverlordContain turret object for a grand total of three turrets, but the third one will not be coordinated with the other two.
CommieDog is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-29-2005, 05:56 PM   #7 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default

Yeah, I think that's the best you'll get - but then do they have to be coordinated all the time ?
Ambershee is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-29-2005, 08:27 PM   #8 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 144
Default

Nope. It's all about total death and destruction! :drunk:
Thinimus 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
OverlordContain Logic / Multiple Addons 2312222 Generals & Zero Hour Editing 20 07-18-2006 09:11 AM
Firing Animation AntiSocialKindaGuy Generals & Zero Hour Editing 7 09-20-2004 01:18 PM
Realistic Firing? adamstrange Generals & Zero Hour Editing 13 07-12-2004 01:14 AM
Firing Holes Mishkin Generals & Zero Hour Editing 10 11-02-2003 01:40 PM
Firing only when stationary? DJRowley Generals & Zero Hour Editing 3 08-06-2003 02:18 PM


All times are GMT -4. The time now is 06:33 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.