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Author Topic: Artillery  (Read 665 times)

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Artillery
« on: 03 Feb 2003, 20:37:48 »
I'm working on an artillery script. The player will call a radio code and a shell will come down, hopefully on the enemy. A few questions:

1. How can I have the player select the artillery target? The way it is now, the artillery shell will detonate in a 100x100 meter square, randomly. The only solution I see is to have as many triggers as there are radio codes and then have the player choose one. But that idea sucks. Is it possible to move something (the trigger? a marker?) around? Preferably on the map.

2. It seems my script is not as random as I want it to be. The shells generally pop up in a certain part of the square. Is there some sort of randomize function I need to call?

3. This is for a multiplayer map, and there will, obviously, be two sides -- both playable. How can I make it impossible for one side to use the other side's artillery (radio)?

4. The way it is now, there is no real limit in rate of fire. The time limit fields (max, min, medium) of the trigger do not change this. Any ideas? Also, how do I make a short time delay before the shell explodes?

Thanks!

Offline Ranger

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Re:Artillery
« Reply #1 on: 03 Feb 2003, 21:12:28 »
Why don't you search the Editors Depot?  There are *many* artillery scripts located there that will give you ideas to answer for all of your problems.  Why not use what already works?
Ranger

V

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Re:Artillery
« Reply #2 on: 03 Feb 2003, 21:24:29 »
Gah, I'll have to download them all :(

Offline Ranger

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Re:Artillery
« Reply #3 on: 03 Feb 2003, 22:42:30 »
You make it sound as though downloading a script is harder than figuring out the code for a script.  ::)

In any event, no, you don't have to download all of them.  Just get one and see how it works.  If that one is too hard to understand, then try getting another.
Ranger

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Re:Artillery
« Reply #4 on: 03 Feb 2003, 22:53:24 »
Thanks, my first try was a perfect one.