Timed Orbital Strike?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Fierfek
High General
High General
Posts: 805
Joined: Wed Jul 01, 2009 4:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Somewhere in the Galaxy (Most Likely Scrapping Tinnies)

Timed Orbital Strike?

Post 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 :P

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?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Timed Orbital Strike?

Post 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.
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Timed Orbital Strike?

Post 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.
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: Timed Orbital Strike?

Post 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.
User avatar
Fierfek
High General
High General
Posts: 805
Joined: Wed Jul 01, 2009 4:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Somewhere in the Galaxy (Most Likely Scrapping Tinnies)

Re: Timed Orbital Strike?

Post by Fierfek »

Mkay, even the simple solutions sound a bit complex for me, so I'll shelve this idea for now.
User avatar
Locutus
1st Lieutenant
1st Lieutenant
Posts: 420
Joined: Fri Jun 04, 2010 10:08 am
Projects :: Stargate Battlefront Pegasus
Location: Germany
Contact:

Re: Timed Orbital Strike?

Post 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.
Post Reply