I need a little favour....
I'm trying to set one up to test it for a catapult, and to be honest I'm struggling:
- looking at the docs (such as they are) I'm not sure that auto-turrets can deal with lobbed projectiles very well
- I can't get an auto-turret to play its fire anim when firing
- I'm not convinced that the bdat setting for auto-turret defence trigger (which tells the building which weapon to fire) is linked properly to the gamescript.mts file that holds the weapon details
- and I can't get weapons working at all for vehicles on my unregistered world, so I can't test it that way either
Apart from that everything's great :p
(I'll keep playing and let you know)
f
- looking at the docs (such as they are) I'm not sure that auto-turrets can deal with lobbed projectiles very well
- I can't get an auto-turret to play its fire anim when firing
- I'm not convinced that the bdat setting for auto-turret defence trigger (which tells the building which weapon to fire) is linked properly to the gamescript.mts file that holds the weapon details
- and I can't get weapons working at all for vehicles on my unregistered world, so I can't test it that way either
Apart from that everything's great :p
(I'll keep playing and let you know)
f
Ok, try something like this for starters:
Weapon 1
{ #rock
Fire=Basic
Control=Javelin
damage=50
graphic=1
speed=2000
param=2000
delay=5000
pitch=45
object=ExpProjectile
anim=AnimFire
}
quick explanation of the important things here:
Weapon 1 - obviously can be any number
{ #rock - and called whatever u like :]
Fire=Basic - which means it'll fire where you're looking
Control=Javelin - this is the "strength bar" firing method, which would suit a catapult I think
damage=50 - whatever you like
graphic=1 - whatever you like
speed=2000 - the speed the projectile emerges at. Needs playing with
param=2000 - the time it takes for the strength bar to reach full strength
delay=5000 - the delay between shots
pitch=45 - the angle at which the shot emerges
object=ExpProjectile - type of projectile. Normal "projectile" doesn't work at the moment, and exploding projectile is closest
anim=AnimFire - it sorta works
So: i've got a catapult working as a vehicle. It does play its firing animation but the trigger that links the release of the weapon to a specific animation frame seems to be broken. It's almost impossible to work out where the missiles are going to land. But it's quite fun ;)
Notes for dev team (I'll add these to the bug tracking system):
- if fire=lob, the animations stop playing
- if object=projectile, the projectile model doesn't display
- trigger frames may be broken entirely, or just broken on turret animations
- turret animations on auto-turrets don't play
f
Weapon 1
{ #rock
Fire=Basic
Control=Javelin
damage=50
graphic=1
speed=2000
param=2000
delay=5000
pitch=45
object=ExpProjectile
anim=AnimFire
}
quick explanation of the important things here:
Weapon 1 - obviously can be any number
{ #rock - and called whatever u like :]
Fire=Basic - which means it'll fire where you're looking
Control=Javelin - this is the "strength bar" firing method, which would suit a catapult I think
damage=50 - whatever you like
graphic=1 - whatever you like
speed=2000 - the speed the projectile emerges at. Needs playing with
param=2000 - the time it takes for the strength bar to reach full strength
delay=5000 - the delay between shots
pitch=45 - the angle at which the shot emerges
object=ExpProjectile - type of projectile. Normal "projectile" doesn't work at the moment, and exploding projectile is closest
anim=AnimFire - it sorta works
So: i've got a catapult working as a vehicle. It does play its firing animation but the trigger that links the release of the weapon to a specific animation frame seems to be broken. It's almost impossible to work out where the missiles are going to land. But it's quite fun ;)
Notes for dev team (I'll add these to the bug tracking system):
- if fire=lob, the animations stop playing
- if object=projectile, the projectile model doesn't display
- trigger frames may be broken entirely, or just broken on turret animations
- turret animations on auto-turrets don't play
f
Well, you need to be a lot more descriptive when you're posting about a problem... what happens, nothing? Something? No weapons? Some weapons? No error messages? Have you tried the .debugweap 1 command?
- Make sure world settings -> Fighting is set to 1
- Make sure world settings -> weapon selection mode is set to 0
- Make sure you definitely have a file called GameScript.mts in your world's data folder (not your client)
- Make sure you're using the settings I suggested, which ought to do something at least
- Make sure you the vehicle you're testing actually has the right weapon assigned in its vehicle settings
- Make sure you provide a lot more information before complaining :)
See if that helps, and post with more info if not.
f
- Make sure world settings -> Fighting is set to 1
- Make sure world settings -> weapon selection mode is set to 0
- Make sure you definitely have a file called GameScript.mts in your world's data folder (not your client)
- Make sure you're using the settings I suggested, which ought to do something at least
- Make sure you the vehicle you're testing actually has the right weapon assigned in its vehicle settings
- Make sure you provide a lot more information before complaining :)
See if that helps, and post with more info if not.
f
Wow. It's almost like it'd be great if there was some kind of repository of knowledge you could go to to find out what to do. Oh hang on, there is.
http://theuniversal.net/squish/index.ph ... 7&keyword=
Read the knowledgebase.
f
http://theuniversal.net/squish/index.ph ... 7&keyword=
Read the knowledgebase.
f