View Full Version : Some kinda simple problems.
1st Jul 12, 8:41 PM
I'm trying to get the immortal to have 2 ranged weapons (at the same time); One with 0-25 range, and one with 25-35 range. I thought it'd be simple, but so far cut/paste/change weapon hasn't worked out to well; the second weapon is there, but the fire animation isn't (and the immortal just shakes back and forth). I guess the question is how to make 2 weapons fire from the same hardpoint.
Also, I've added the npc monolith into the game (since the necrons had no good vehicles, I took the npc monolith, shrunk it down, and used it as a lesser monolith). The problem with it is the selection area; it's massive, and it (obviously) doesn't scale down with vis_scale_min/max. Is there a way to
(a) shrink the selection area to match the size of the unit (it's 70% of its original size visually)
(b) replace the selection area with the necron_restored_monolith. It might still be a bit large, but it's much better.
Altering the unit's selection area requires work with the Object Editor, if I remember correctly.
Firing animations are handled by modelling software (editing the fire animation, adding an extra weapon, etc) and putting the model through the Object Editor (to link the animation and game action of shooting).
Getting two weapons to fire from one hardpoint is technically impossible; the code does not work than that. Why do you need two weapons with such ranges? I may be able to offer an alternative that may satisfy you, but I need to know what you are trying to achieve :)
2nd Jul 12, 4:29 PM
The closer the enemy is to the weapon, the more damage it deals. Ideally, at 20 range, the increase stops. At 35 range, it deals 100%, and at 20, it deals 130%. the percentage increases linearly from 35-20 range. I figured this'd be far out of reach for this game engine, so I thought just having multiple weapons for different areas of the immortals range would be a better alternative.
Also, with this game engine, are the animations/hardpoints defined in the modelling software (3dsmax6-8) and then only accessible once? I'm used to a hardpoint being defined in the modelling program and then being referable multiple times in the mod files.
Oh now I know what you meant by two weapons firing with the same hardpoint.
How did you originally implement the duplicated hardpoints? You may need to hook it up in the Object Editor. Feel free to paste code in [code] tags :)
3rd Jul 12, 7:48 PM
Well... I don't have any modelling software (yet, though this game might change that), so I just copied the code from hardpoint01 to hardpoint05, made the original weapon have 25-35 range, and the weapon on hardpoint05 have 0-25 range. I really didn't think it'd work, but also don't know the proper way to do it.
It seems the self explanatory things are covered in the tutorials; the modelling/animation isn't explained anywhere. Is there a guide to modelling/animating?
There are quite a few in the Tutorials subforum. Because I'm not massively anal, I will actually link some of them for you ;) (that and I'm bored of this programming).
Animation (not many of these I'm afraid):
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