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Timed Orbital Strike?
Posted: Tue Jun 18, 2013 6:42 pm
by Fierfek
Hey, I have a question. I searched gametoast for this and didn't really come up with anything, so as far as I know this question hasn't been asked before
Is it possible to have a timed orbital strike that isn't tied to any unit's actions? Like, every 2 minutes in the map, an orbital strike hits specific locations on the map. It seems like it could be possible, but I have no idea how I'd go about doing that - would this be technically possible?
Re: Timed Orbital Strike?
Posted: Tue Jun 18, 2013 6:50 pm
by Maveritchell
You can't fire a weapon apropos of nothing through a script. You can script a unit's goals based on a timer, and you could probably make a workaround that forced them to use a specific weapon.
It'd be easier, though, to just create a particle effect that looked like an orbital strike and set it to fire with the destruction of an object. Object destruction can be tied to a particle effect and an explosion, which you can use to trigger damage and push.
Re: Timed Orbital Strike?
Posted: Tue Jun 18, 2013 7:19 pm
by Bob
Alterantively, you could make a specialized (invisible, no collision, forced auto fire, not-rotating and whatnot) turret to place above your target locations.
Re: Timed Orbital Strike?
Posted: Tue Jun 18, 2013 10:40 pm
by kinetosimpetus
Or a similarly invisible turret that sits on the ground and paints targets with orbital strike beacons periodically, or just drop the beacon right next to the turret.
Re: Timed Orbital Strike?
Posted: Wed Jun 19, 2013 1:26 am
by Fierfek
Mkay, even the simple solutions sound a bit complex for me, so I'll shelve this idea for now.
Re: Timed Orbital Strike?
Posted: Wed Jun 19, 2013 10:00 am
by Locutus
If you set the weapon-object to autofire and add a reload time of x seconds, shouldn't that result in the same?
Alternatively you could make a timer and use SetProperty set en/-disable autofire.