What bullet/weapon related scripts should I add to 2.7? [message #195577] |
Sun, 09 April 2006 05:47 |
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Thanks to my new engine calls, I can remove any gun from an object by preset name.
I can also locate any gun by preset name. (if the object has it)
And I can find "all guns" for an object.
And I can get the current gun for an object oo.
Then, once I have the gun, I can add bullets.
I can subtract bullets.
I can set the bullets to some specific value (including "empty" and "full")
I can do this for both the count of bullets loaded into the weapon and for the count of bullets in the "clip/backpack".
I can make all this trigger on zone entry, on powerup collection, and on poke.
What scripts should I make with this? What uses can people think of for being able to change the bullets for a gun or object?
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: What bullet/weapon related scripts should I add to 2.7? [message #195582 is a reply to message #195581] |
Sun, 09 April 2006 07:52 |
=HT=T-Bird
Messages: 712 Registered: June 2005
Karma: 0
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Colonel |
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Oblivion165 wrote on Sun, 09 April 2006 09:48 | Maybe a (Manned) turret script. So that when the turret overheats the clip is empty, after a few seconds, it regens back.
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That would be nice for use with any weapon (not just turrets), actually (it would behave something like the Plasma Rifle from Halo)
HTT-Bird (IRC)
HTTBird (WOL)
Proud HazTeam Lieutenant.
BlackIntel Coder & Moderator.
If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
[Updated on: Sun, 09 April 2006 07:53] Report message to a moderator
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