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Author Topic: Loonies RPGin' other loonies  (Read 2916 times)

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Offline Igor Drukov

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Loonies RPGin' other loonies
« on: 07 Jul 2003, 16:57:57 »
In the attachment below, you'll find a demo mission with a script for RPG/Law/etc. loonies to shoot un-armored units with their secondary weapons.
It uses a "fired" event handler, calculates each unit's estimated number of rockets left, and comes with the "weapon" animation.
I'd like to beta-test it, because I know you folks will find ways to improve it.

For I have problems with :
* loonies targetting loonies that are at a different altitude. Even though I use the velocity of the latest shot bullet (divided by 10), there is no way I can get the rocket to go higher or lower than its source ;
* reloading animation : what is the move for reloading RPGs/Laws ?

Thanks in advance for your help, any constructive criticism is warmly welcome.

Igor Drukov

« Last Edit: 08 Jul 2003, 23:28:04 by Igor Drukov »

Yahoo Reborn

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Re:Loonies RPGin' other loonies
« Reply #1 on: 07 Jul 2003, 18:33:37 »
Here is the Reload Aniamtion for AT Weapons etc

WeaponReloadAT

Offline Igor Drukov

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Re:Loonies RPGin' other loonies
« Reply #2 on: 07 Jul 2003, 22:46:23 »
Cheers matey !

So basically, there's only the first issue that remains to be solved now...
« Last Edit: 07 Jul 2003, 22:47:43 by Igor Drukov »

O Neil

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Re:Loonies RPGin' other loonies
« Reply #3 on: 08 Jul 2003, 23:21:41 »
OMFG YOU RULE THIS PLANET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Thought you wanna know ;)

O'Neil

Offline Igor Drukov

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Re:Loonies RPGin' other loonies
« Reply #4 on: 08 Jul 2003, 23:56:04 »
Thanks !

But I still wish someone knew an answer to the first question...
« Last Edit: 15 Jul 2003, 19:22:08 by Igor Drukov »

adamstanners

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Re:Loonies RPGin' other loonies
« Reply #5 on: 23 Jul 2003, 17:57:50 »
You mean "this weaponreload ATlaunch"

WeaponreloadAT is to get more rockets from an ammo box!  I think...

Maybe if you ask Dude96 he may post it on our website or our forum (link on my signature).  8)
« Last Edit: 23 Jul 2003, 18:01:41 by Stanhead »

ste150

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Re:Loonies RPGin' other loonies
« Reply #6 on: 23 Jul 2003, 19:54:48 »
Hey -

Could you solve the height problem by getting the hieght of the target  -- 'GetPos target Select 2' --    and create the rocket at that height instead?
Should work  :-\

EDIT: Just realised that it would depend on you knowing the trget you were aiming and naming every man on the map - errr - maybe not then  ::)
Stevo :)
« Last Edit: 23 Jul 2003, 19:58:11 by ste150 »

Offline Igor Drukov

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Re:Loonies RPGin' other loonies
« Reply #7 on: 28 Jul 2003, 16:21:54 »
@ Stanhead :

I was just speaking about the animation, not the action.

@ ste150 :

I had thought about something like that, but there is no "GetTarget" command...

Thank you guys anyway !


Offline Zayfod

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Re:Loonies RPGin' other loonies
« Reply #8 on: 02 Aug 2003, 01:19:42 »


EDIT: Just realised that it would depend on you knowing the trget you were aiming and naming every man on the map - errr - maybe not then  ::)
Stevo :)

I just did that in my latest script--its quite simple. But the names are local to the script not global.
"I have come here to kick ass and chew bubble gum......an I'm all outta bubble gum!"

Offline Igor Drukov

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Re:Loonies RPGin' other loonies
« Reply #9 on: 02 Aug 2003, 01:30:07 »
Hey Zayfod,
That sounds interesting : could you be a little more specific ? Or rather, what is your latest script ?