True(er) secondary mode for weapons? (Overheat Event or eqv?
Posted: Fri Feb 09, 2007 10:32 pm
Along this line of though, is there an event (or the equivalent:an "if get" check that can be performed by a looping 0.1 second timer) that can start a callback when a certain weapon is overheating or reloading?
So that we in theory could;
1.Notice that the player's or ai's(character) secondary mode pistol is overheating
2.Use the lua script to change that charcter's stats so that they no longer have the primary mode weapon
3.re-add the primary mode weapon once overheat is finished
Well, I posted this just in case anyone wants to try and smash together some kind of "LinkedUnitWeapons" script. . .
*Edit*
Clarification of intentions
1 unit, 2 weapons, 1 msh. One weapon represents the secondary fire mode of the other, as seen in "Geonosis:Incursion" with the clone commander.
So, say you fire the secondary mode weapon, the primary mode weapon is unavailable until the weapon has completely cooled (will settle for not overheated)
what he said vvvv
So that we in theory could;
1.Notice that the player's or ai's(character) secondary mode pistol is overheating
2.Use the lua script to change that charcter's stats so that they no longer have the primary mode weapon
3.re-add the primary mode weapon once overheat is finished
Well, I posted this just in case anyone wants to try and smash together some kind of "LinkedUnitWeapons" script. . .
*Edit*
Clarification of intentions
1 unit, 2 weapons, 1 msh. One weapon represents the secondary fire mode of the other, as seen in "Geonosis:Incursion" with the clone commander.
So, say you fire the secondary mode weapon, the primary mode weapon is unavailable until the weapon has completely cooled (will settle for not overheated)
what he said vvvv