- Joined
- Jul 22, 2004
- Messages
- 18
Hi all. I'm using a weapons/ammo system of my own devising. It works like a charm, except some weird...things:
I am using triggers to add the weapon properties to the hero when the owner of the weapon has it in the upper-leftmost item slot. So far so good. Damage and rate of fire work like they are supposed to.
My problem is that the game seems to ignore it when I tell it (in trigger form) to change the hero's acquisition range. When it's a flame thrower I want it to have a short range like 300, but the acquisition range stays at whatever I set it to in the object editor, be it 100 or 2000 or whatever. This is a problem. If I can't fix this, a flame thrower will have the same range as a sniper rifle...
Is there some kind of flag I don't know about that I have to use to enable changing the acquisition range? Is it some weird thing that doesn't work with heroes (a la "ignore guard position")? Or maybe you guys know a better way to do this?
I thought maybe I could use the two attacks each unit has to alleviate this problem: I have attack 1 and attack 2 set to different things (i.e. attack one is instant, normal attack type, range 900, while att2 is missile, piercing, range 2000, etc, etc). I enable neither attack. Then when the unit equips a weapon (as described above), I enable attack index 1 or 2. But it doesn't seem to matter which one I enable. For instance, I noticed that even if att 1 (with the "instant" attack type) is enabled and att 2 is not, the missile animation travels from the attacker to the attackee as though it were "missile" attack type. I don't get why it isn't doing what I tell it to do. Both att 1 and att 2 have the same legal targets, but I didn't think this would be a problem since (in theory) only one of them is enabled at a time... Any thoughts?
Thanks,
StillJester
I am using triggers to add the weapon properties to the hero when the owner of the weapon has it in the upper-leftmost item slot. So far so good. Damage and rate of fire work like they are supposed to.
My problem is that the game seems to ignore it when I tell it (in trigger form) to change the hero's acquisition range. When it's a flame thrower I want it to have a short range like 300, but the acquisition range stays at whatever I set it to in the object editor, be it 100 or 2000 or whatever. This is a problem. If I can't fix this, a flame thrower will have the same range as a sniper rifle...
Is there some kind of flag I don't know about that I have to use to enable changing the acquisition range? Is it some weird thing that doesn't work with heroes (a la "ignore guard position")? Or maybe you guys know a better way to do this?
I thought maybe I could use the two attacks each unit has to alleviate this problem: I have attack 1 and attack 2 set to different things (i.e. attack one is instant, normal attack type, range 900, while att2 is missile, piercing, range 2000, etc, etc). I enable neither attack. Then when the unit equips a weapon (as described above), I enable attack index 1 or 2. But it doesn't seem to matter which one I enable. For instance, I noticed that even if att 1 (with the "instant" attack type) is enabled and att 2 is not, the missile animation travels from the attacker to the attackee as though it were "missile" attack type. I don't get why it isn't doing what I tell it to do. Both att 1 and att 2 have the same legal targets, but I didn't think this would be a problem since (in theory) only one of them is enabled at a time... Any thoughts?
Thanks,
StillJester