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Old January 4th, 2007, 04:35 PM

Phlagm Phlagm is offline
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Default Things I have since learned:

1) if you use the "homing" flag and a speed of something like 1, you can approximate that effect.
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Old January 4th, 2007, 05:15 PM

Phlagm Phlagm is offline
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Default Re: Things I have since learned:

PS does anyone know what the CLIP variable is for? I'm not really sure why it has a value unless it's something like how far an object can penetrate in before detonating.
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Old January 4th, 2007, 05:58 PM

Jamiri Jamiri is offline
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Default Re: Things I have since learned:

CLIP? I think that's how often a weapon fires before it has to reload, like an 'ammo clip' you need for a gun. Guess a good example would be the Fusion Rocket Launcher in the original WW.
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Old January 4th, 2007, 11:22 PM

Phlagm Phlagm is offline
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Default Re: Things I have since learned:

Ah okay. I do remember reading that somewhere. I had the clipping/noclipping in my head because I was messing with the collision stuff at the time. Also, no worries. I have all of the technical obstacles overcome and this weapon is worth it. It's going to be another one of the gong-type weapons, I think.
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Old January 7th, 2007, 05:00 PM
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Fingers Fingers is offline
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Default Re: Things I have since learned:

You're confusing particles with weapon stages (projectiles/beams). The two are completely different systems with their own flags and so forth. There's no such flag as "relative" for a weapon stage, only particles use absolute speed if not set to relative. So, unfortunately, you do need to use a slow homing stage to simulate this.

The findprox problem is most likely that when you change stages, it removes the old stage by default and then it can't launch any more stages. To change this, you can add the "repeat" flag to the new stages so the old stage will still be there.

If you want to set up a system that triggers on a findprox event, launches multiple new stages and terminates the first stage, use the repeat flag on all of the new stages except the last one. Make sure the proximity value is the same for all of the CSTG statements so they'll trigger at the same time.

Yes, the CLIP is an ammo clip. How long it takes to reload a new "clip" is defined by the second number of the RATE command.
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Old January 7th, 2007, 05:17 PM
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Default Re: Things I have since learned:

Btw, the main reason why non-homing projectiles all use constant (no acceleration/slowdown) and relative velocity is so they can be aimed with precision at a moving target using a relatively simple algorithm.

Projectiles that move in a less deterministic way would be extremely hard to aim, frankly I'm not sure if it's even possible to write AI that could use every weapon that you could script into the game... And of course all the guns are run by AI.
 

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