CayDr, you work a lot but I wasn't expecting that
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Moderator: Moderators
Burst shots don't call FireWeapon*. It's annoying. You have to increment the gunpoint counter in QueryWeapon* but some gunpoints will be skipped since Spring will also call QueryWeapon* when it tries to aim the weapon. That's what first gave me the idea to give the Titan a larger volley instead of having it fire six missiles (out of its six launchers) so it's no longer visible that some gunpoints are skipped.
Just set up a counter static-var that's increased every time the unit loads and decreased every time it unloads.
Code: Select all
static-var counter;
Create() {
...
counter = 0;
}
WhateverThePickupFunctionIs() {
...
attach-unit unitid;
++counter;
}
WhateverTheDropFunctionIs() {
...
drop-unit unitid;
--counter;
}On and off calls the Activate and Deactivate functions. Anything you can write in that works.
The activation state also toggles some other things like energy use but if you don't use those the on/off switch can be used in any way you like (if you let both call the same function you can have them act as an action button for anything script triggered, you could also cycle through more states than on and off in your script).
The missile flare is attached to the first child object of the missile model as long as smoketrail=1.
Secondary explosions (shrapnel) aren't possible.
The activation state also toggles some other things like energy use but if you don't use those the on/off switch can be used in any way you like (if you let both call the same function you can have them act as an action button for anything script triggered, you could also cycle through more states than on and off in your script).
The missile flare is attached to the first child object of the missile model as long as smoketrail=1.
Secondary explosions (shrapnel) aren't possible.
