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An Interesting discovery..re-creating orbital blasts

Posted: Thu Nov 06, 2008 6:57 pm
by MetalcoreRancor
Upon discovering a guide to advanced techniques in the All yoou need to know FAQ, I saw something on cluster bombs, and using dispensible turrets to "explode" into more grenades. Being the inventor I am, I played around with this concept and came up with an idea to get this moving weapon to fire a high-yield laser downwards, essentially becoming an orbital blast..

I have done so! The drawback, is trying to get it so it will fire the weapon downwards, or at the very least aim at enemies. So far it just randomly shoots off.

The "turret" that fires the weapon:

(credit to Skyhammer_216 for the original coding and concept)
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "com_weap_inf_seismic_mine.msh"

[Properties]

LifeTime = "1.1" //turret blows up 1.1 seconds after being thrown. Gives the illusion that an explosion launches bomblets.
Velocity = "10.0"
Gravity = "1.35"
Rebound = "0.1"
Friction = "3.0"

BUILDINGSECTION = "BODY"
GeometryName = "com_weap_inf_seismic_mine"
ExplosionName = "gar_weap_inf_thermaldetonator_exp" //custom effects used for this. This is what controls what the 'bombs' intial explosion is.
ExplosionExpire = "gar_weap_inf_thermaldetonator_exp"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_y"

TURRETSECTION = "TURRET1"

PilotType = "self"
Controllable = "0" //<<IMPORTANT!!!
AutoFire = "1" //<<IMPORTANT!!!

WeaponName = "all_weap_inf_clusterblast1" //the weapon the turret uses. Launches the secondary bomblets.
WeaponAmmo = "1"

AimerNodeName = "aimer_x"
FirePointName = "hp_fire"
The weapon of the turret:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_thermaldetonator"

GeometryName = "gar_weap_inf_thermaldetonator.msh"

ClassLabel = "cannon"

[Properties]

GeometryName = "gar_weap_inf_pistol"


TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"
BarrageMin = "3"
BarrageMax = "8"
BarrageDelay = "1"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "0"



OrdnanceName = "imp_weap_walk_atat_cannon_head_ord"
InitialSalvoDelay = "1.0" //used to control when the ordnance fires (in this case, cluster bomblets, 1 second after throwing the bomb)
RoundsPerClip = "1" //number of bomblets to be used.

SalvoCount = "1" // together with RPC, controls bomblet count.
Any ideas on how to get it to target enemies, or fire in a pre-determined direction?

Re: An Interesting discovery..re-creating orbital blasts

Posted: Thu Nov 06, 2008 7:14 pm
by Sky_216
Remove the line 'Controllable' from the turret might help. Also I'm a bit hazy as to what exactly this does, could you post a video or at least a picture of it?
And please be aware that this kind of weapon will count kills to the turret, not to you, unless under certain circumstances. If you want a working cluster bomb gun (doesn't look quite so good but kills do still count) download the new weapons pack of filefront. May help you for this weapon too.

Re: An Interesting discovery..re-creating orbital blasts

Posted: Thu Nov 06, 2008 7:35 pm
by MetalcoreRancor
I'm more or less leaning now towards setting the thing up so it will actually cause a orbital strike to arrive on the destination that it explodes at. But I'll check out the pack nonetheless. =)

Re: An Interesting discovery..re-creating orbital blasts

Posted: Thu Nov 06, 2008 7:39 pm
by Sky_216
Right...so it blows up and orbital strikes fall down from the sky onto where it blew up?
Or it blows up and fires orbital strike lasers itself?

Re: An Interesting discovery..re-creating orbital blasts

Posted: Thu Nov 06, 2008 7:42 pm
by MetalcoreRancor
Yeah, the blast will reign down on whereever you threw the thing at, and it explodes, the strike will come down on that spot.

Re: An Interesting discovery..re-creating orbital blasts

Posted: Thu Nov 06, 2008 7:50 pm
by Sky_216
Then just ignore the whole autoturret thing. It's pretty easy to do it. Get the cluster bomb or orbital beacon (or the orbital strike binoculars from ARC_commander), give the beacon a short life (however long you want until it explodes), give it an explosion name and an ordnance to use for the orbital strike. It's basically the cluster bomb gun (actually uses orbital strikes) but with the orbital strike ordnance changed and the target distance changed. If you can't figure it out yourself I'll send you one that works (with a gun...can be changed to a beacon easily enough).