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What im trying to do is get a missle to act as it is freefall for a second then slowly go to full speed. I tried using it as a freefall bomb but it doesnt quiet work (in looks) as I wanted it too any suggestions would be appreciated. Also does anyone have the link to chestnuts hut?
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To your second question: (url="http://"http://www.evula.org/chestnut/index.html")The Hut.(/url)
-Spider
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Idea for the first part:
1)Make it a freefall bomb, with a fairly short lifespan (need to experiment with lifespans that look right). 2)Set the freefall bomb to submunition when it expires. 3)Set the submunition to be a guided missile that will leave the primary munition facing straight (since leaving with a high error arc or facing the target would look really odd).
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(quote)Originally posted by WraithSniper: **To your second question: The Hut.
Yes thats what I tried that but It looks fairly jumpy. The missle is just sitting there then suddenly its moving fairly rapidly. Unless I could have it submuntion 20 times for a deccent acceleration look. Maybe I could have the freefall bomb portion without the engine lighted then the guided missle with the engine lighted. Hmm must try.
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Unfortunately, it seems that the AI (unless they improved it in 1.0.3) still will only consider the first munition's range when deciding when to fire it. Basically, if you set up the missile-drop submunitioning weapon like that, the AI will only fire it when the freefall mode will hit - ie. point blank. Kind of useless, eh?
Granted, it'd be farily complex to make the AI extrapolate submunitions' range, but this does severely limit their usefulness for major weapons in plugins.
Just letting you know.
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Well thats perfect. Maybe I could set it so that the freefall bomb is a guided missle but has no speed. That might work too but it might also just stop in space. So maybe a speed of like 3-4 so then it will aim semi at the ship. That might work more tinkering.
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Stage 1: Freeflight rocket with a speed of zero, very short count. Stage 2: Freeflight rocket with a max speed of the same as the missile, count just long enough to accelerate to max speed Stage 3: The missile itself
Make sure that the first 2 stages don't have an explosion. That should work.
EDIT: Just so you know, freeflight rockets accelerate/decelerate from the speed of the ship to their supposed speed. It makes the whole thing take a lot less work, eh? That is how ATMOS made the Stellar Grenades work.
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(This message has been edited by P-Psycho (edited 03-03-2003).)
You still have the problem of the AI not knowing how to use the weapon, unfortunately, although the player would be plesantly surprised.
The AI doesn't seem to know how to use a lot of weapons. I tried making a guided weapon with no turn, so it'd be like a normal unguided weapon but it's shots could be destroyed by PD. AI wouldn't touch it, even with no ammo cost. I tried giving it a little bit of turn, still no good. Had to give it a significant amount to make it work, and by then it wasn't even close to an unguided weapon!
------------------ ~Charlie
Is a weapon's range, as far as the AI is concerned, decided by the count and speed?
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Quote
Originally posted by Russell Quintero: **Is a weapon's range, as far as the AI is concerned, decided by the count and speed?
**
As far as I know, yes.
Originally posted by P-Psycho: **As far as I know, yes.
Damn. If it was otherwise I thought I may have had a way around it, but I guess it doenst matter now. Probably for the better since I cant remember it.
Originally posted by Russell Quintero: **Damn. If it was otherwise I thought I may have had a way around it, but I guess it doenst matter now. Probably for the better since I cant remember it.:D
You could always use the old "AI ships don't use this weapon" flag in the wëap resource and set up a similar weapon for the AI ships that doesn't submunition. I don't know how feasible this is for you, though.
Originally posted by P-Psycho: **You could always use the old "AI ships don't use this weapon" flag in the wëap resource and set up a similar weapon for the AI ships that doesn't submunition. I don't know how feasible this is for you, though.
I'm not doing it, I was just trying to think of a way to help them out. But that is probably the best way to go about it, especially since you don't see the AI ships shooting long range weapons most of the time (since they are off of the screen). Of course, you will have to use the onPurchase field to remove the AI version and replace it with the player version. Let them use the same ammo to save time and programming.