I'm not sure whether I should feel stupid asking this, but...

I looked through the Nova Bible very thoroughly, and cannot come up with an answer:

How do I have a projectile fire to the side instead of the front?

I'm pretty sure it's possible, I just don't know HOW...

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The programmer's code of etemology: there's always another bug.

If you give it a high enogh inaccuracy count, it should fire out of the side. I just don't think you'll be able to pick which side.

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Quote

Originally posted by Neon Soldier:
**If you give it a high enogh inaccuracy count, it should fire out of the side. I just don't think you'll be able to pick which side.

**

Thanks, but...I don't think that's what I'm looking for.

Part of the reason is that it randomly picks a value from 0 - inaccuracy value and fires the projectile in that direction (relative to its current degree of rotation, of course), and this will totally ruin the effect I'm trying to achieve.

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The programmer's code of etemology: there's always another bug.

There is a way to choose exit points for weapons.
Set the projectile weapon exit point on your shďp to the sides, look in the Polycon resources under the ship Genocide Cruiser. It has the ability to shoot 'folders' (alright, I used PolyconStartWithAnyShip, so...) out of both side sections, which I belive is what you are trying to accomplish.

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-mith'raw'nurudo
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You could make the graphics for it animate as if they were going sideways, and then give it a speed of 0. That would have an interesting effect. E.g., make an animation the following (.'s are placeholders, S is a space representing where the ship would be, which is pointing upwards, < and > are the weapon):

Frame 1: .....<S>.....
Frame 2: ....<.S.>....
Frame 3: ...<..S..>...
Frame 4: ..<...S...>..
and so on. Of course, you'd have to do this for all 36 frames of rotation.

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C:dos
C:dosrun
rundosrun

Can't be done, aprosenf... the weapon graphics are primitive- all they can do is rotate.

I suppose you could do that, but make them carried fighters so you could use the graphics, and give them invisible weapons.... but I think that is more work than it's worth, by far.

I believe whoever was working on Carribean had this problem. He wanted to fire broadsides, but there's no good way. The best way seems to be to make a turretted weapon that is blind front and back. At least then you can only fire sideways. However, I do remember the problem with that being that the AI is dumb, and won't use the weapon correctly.

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~Charlie
Sephil Saga Homepage: (url="http://"http://www.cwssoftware.com")www.cwssoftware.com(/url)

Just make a turret with blind-spots to the front and the back... it will only fire to the sides if an enemy is in range (but remember to target other ships cause its still a turret 🙂 ).

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(This message has been edited by Terek E`Ban (edited 10-24-2003).)

Quote

Originally posted by Masamune:
**AI is dumb
**

Is it just me, or is the AI in EVN absolutely ****ty?
You can take a captured Iuso's Raven fill it with mantas, launch em all, and demand tribute from a system. If you stay near the action, you will get slaughtered, but if you then run away and let your fighters to most of the fighting, it seems the enemys wont try to target the fighters! Instead they try to get to me and the fighters massacare them. If you cloak so they cant target you, the mantas are gone in under a minute - If they focused on the mantas from the start, they would easilly have me beat.
If there are a few hostile ships of the same govt and you run away, they will not stick together.
Standoff-liking ships actually STOP FIRING if you get close to turn around and try to get farther away from you! Even if you are in a ship twice as fast!
Special and Aux ships should be able to be told to "keep player from landing" in which case they would hang out around (but not ontop of, that would be too much) the spob in question. As it stands now, they can EASILLY be led away from the planet, and thus, if you are in a fast ship, you can easilly land anywhere by wrapping around (even if we dont get into the wrapping bug). (For that matter, aux ships should be able to be told to defend the special ships - for missions like the Rescue Elric mission).
The AI's use weapons with limited ammo stupidly - they waste raven rockets as soon as you come into range - when they stand no chance of hitting you, instead of waiting till you are close enough that they have a reasonable chance of hitting you (an alog for this might consider the speed of the weapon projectile, distance to target, and the speed/manuverability/direction of the target ship).
Bah. We have a 2002 game saddled with a 1996 AI.

Back on topic. If the weapon was a beam, there was a topic about how to simulate that a little while back.
You cant seem to do this with projectiles though. Submunitions are of course too inconsistant. Best hope is the side turrets...
-Az

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Alright, I could try side turrets. But, would it fire, say, up to 45° off the left and right, or would it fire directly to the left/right?

I'm trying to get the latter effect.

Oh, and don't worry about the AI using it stupidly - it's a special mission weapon only you get. 😉

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The programmer's code of etemology: there's always another bug.

There was a plug back then (i feel old) where there are side-firing versions of many of the blasters.
I don't know if they were turrets or not, though

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-mith'raw'nurudo
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