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#1 01/26/11 11:01

paradox-01
Member
From: Germany
Registered: 01/14/07

Please help debugging the multi-use explosive

It's a weapon which creates an explosive which either
  - fly towards an enemy and explode
  - creates a landmine (if you shot really near the surface around you)
  - or sticks to the ground/wall and waits until you release the trigger (works like the SBG)

The third feature works only for the first bullet of an ammunition clip. No idea why. Please help to figure this out.


Installation: place the level0 archives (dat and raw file) from "PC" or "Mac" folder into your "GameDataFolder".
To see it ingame, load a level and cycle through the weapons until a pistol with blue laser appears (on mac it might be green).

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#2 01/26/11 11:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Please help debugging the multi-use explosive

Ohh weapon editing. Let's see what we've got. big_smile


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#3 01/28/11 13:01

Lukas Kreator
Member
Registered: 05/07/10

Re: Please help debugging the multi-use explosive

Worked perfectly, except for the bug with the first clip... But I liked this. The only thing that I suggest you to change is to make the missile stop emitting sound when stickied to the floor.

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#4 01/28/11 14:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Please help debugging the multi-use explosive

Question: Why use impact effects?

Also, try removing HasReleaseDelay and see if that fixes the issue.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#5 01/30/11 10:01

paradox-01
Member
From: Germany
Registered: 01/14/07

Re: Please help debugging the multi-use explosive

Sound: okay, the sound stops now when grenade hits the wall.

Effect: Not sure, the mod is almost 2 years old. I'm thinking I wanted to create somehow a black explosion decal with it. For now I've removed it.

I recognized that also the vanilla/ae SBG has that bug: the last grenade has a shorter time frame for remote control. For some reason the last grenade takes the <ShotDelay> value to limit its remote control time. Gumby, hopefully someday you can fix it with a daodan patch.

http://mods.oni2.net/node/156

Last edited by paradox-01 (01/30/11 10:01)

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