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Replying to Weapon damage variable on target distance


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EzArIk

Posted 25 September 2019 - 12:50 AM

I don't think an impact ability can affect the shooter, though I haven't tried it. ..........

( it's at least worth me looking into later if I get around to it first, (would be quite useful if it somehow worked) )

 

........ The second method you described sounds like it would create a trail of explosions toward the target and would hit anything along that path. It sounds cool but it wouldn't look like artillery.

The second one was specifically for Miros's seismic cannon (I was falling asleep writing that, and might be confused about what a seismic cannon is in WH40K, (could have sworn tabletop seismic weapons used a long narrow blast template and everyone under received more wounds the closer to source they are))

 

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Moreartillery could another alternative be for the basilisk to have the weapons a delay with an animation ?(effectively placing a reload animation ahead of firing not afterwards, I forgot the obliterator's stacking existed until seeing this thread but if the stacked weapons have this same shot delay it could mostly look ok couldn't it ? )) 

----

EDIT:
Tested Slave/master weapon groups and they seem viable 
try making longest range weapon Group master, only show an animation on the longer range weapon, make short range projectile invisible, close range enemy receives both damage, at long range only long weapon fires :) so far both seem like they will fire in unison, would need to test it though
)


Moreartillery

Posted 24 September 2019 - 01:48 AM

hi, I don't know if you fixed this yet but surly a possibility would be that you used the impact ability people have been mentioning to do something like spawning an entity and place an ability on your basalisk which requires this entity and disables the appropriate hardpoints, plays the reload animation, haven't tested this way myself, but now I realised if it did work it would just play the animation for every basilisk, which would be much worse, an alternative could be to use an impact ability with "target self" and an enable abilities modifier (if the basalisk has no other abilities and assuming the impact ability respects ability target settings, but I've never tried this and I'm curious now if anyone has)))

and I know I'm a little late (and probably not logged in but) couldn't another way to make the siezmic cannon work simply be to add projectile set the projectile lifetime to e.g. 0.25% of max range + "explode on miss" (never really played with projectiles much), add impact ability with child abilities at forward offsets and with "in to out sweeping" that has left/right angle restricted and sweep speed adjusted so they all overlap on fire (I guess it works this way)


as a crude text based drawing it would be something like this
(A: unit) (o: projectile) (A:abilities)
A-x . . . . .  . . . . o*   A1;;;;;;;;;;;;->A1+2;;;;;;;;;;;;;;;;;;->A1+2+3;;;;;;;;;;;;;;;;;-> (for increasing power with distance)
A-x . . . . .  . . . . o*  <-;;;;;;;;;;;; A1+2+3<-;;;;;;;;;;;;;;;;;;A2+3<-;;;;;;;;;;;;;;;;;3 (for decreasing power with distance)

(I'm a little tired right now so I hope what I just wrote this actually makes some sense)


 

 

I don't think an impact ability can affect the shooter, though I haven't tried it. The second method you described sounds like it would create a trail of explosions toward the target and would hit anything along that path. It sounds cool but it wouldn't look like artillery.


Posted 24 September 2019 - 12:38 AM

 

 

Moreartillery
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Posted 10 March 2019 - 04:39 AM

I've got the basilisk scatter distance to change based on range with the Obliterator mechanic. First weapon in the group has 0-60 range, the second has 60-120 and so on with increasing scatter distance each time. I have this method working in game right now, and it would let miros change the damage of each range bracket if he is so inclined.

 

The only problem is when a target moves between range brackets the weapon will fire before finishing the reload animation and that will mess up the animation. Obliterators don't have this issue because they don't have a reload animation. I need a way to give the weapon group a shared cool down or something like that. I'm SO CLOSE to making this perfect but I can't stop it from looking weird.

 

hi, I don't know if you fixed this yet but surly a possibility would be that you used the impact ability people have been mentioning to do something like spawning an entity and place an ability on your basalisk which requires this entity and disables the appropriate hardpoints, plays the reload animation, haven't tested this way myself, but now I realised if it did work it would just play the animation for every basilisk, which would be much worse, an alternative could be to use an impact ability with "target self" and an enable abilities modifier (if the basalisk has no other abilities and assuming the impact ability respects ability target settings, but I've never tried this and I'm curious now if anyone has)))

and I know I'm a little late (and probably not logged in but) couldn't another way to make the siezmic cannon work simply be to add projectile set the projectile lifetime to e.g. 0.25% of max range + "explode on miss" (never really played with projectiles much), add impact ability with child abilities at forward offsets and with "in to out sweeping" that has left/right angle restricted and sweep speed adjusted so they all overlap on fire (I guess it works this way)


as a crude text based drawing it would be something like this
(A: unit) (o: projectile) (A:abilities)
A-x . . . . .  . . . . o*   A1;;;;;;;;;;;;->A1+2;;;;;;;;;;;;;;;;;;->A1+2+3;;;;;;;;;;;;;;;;;-> (for increasing power with distance)
A-x . . . . .  . . . . o*  <-;;;;;;;;;;;; A1+2+3<-;;;;;;;;;;;;;;;;;;A2+3<-;;;;;;;;;;;;;;;;;3 (for decreasing power with distance)

(I'm a little tired right now so I hope what I just wrote this actually makes some sense)


 


Moreartillery

Posted 10 March 2019 - 04:39 AM

I've got the basilisk scatter distance to change based on range with the Obliterator mechanic. First weapon in the group has 0-60 range, the second has 60-120 and so on with increasing scatter distance each time. I have this method working in game right now, and it would let miros change the damage of each range bracket if he is so inclined.

 

The only problem is when a target moves between range brackets the weapon will fire before finishing the reload animation and that will mess up the animation. Obliterators don't have this issue because they don't have a reload animation. I need a way to give the weapon group a shared cool down or something like that. I'm SO CLOSE to making this perfect but I can't stop it from looking weird.


Gambit

Posted 17 January 2019 - 09:27 PM

Imposing accuracy modifiers is possible of course, but the conditions under which these would kick in, cannot be related to target distance. :thumbsdownsmiley:

 

Multiple Weapons also won't work, because playing with the Max_Range and Min_Range of each weapon, will make each of them firing against different targets AT ONCE. :thumbsdownsmiley:

 

... So I do not think it is possible.


Moreartillery

Posted 17 January 2019 - 08:56 PM

On a related subject, is it possible to make artillery accuracy decrease with distance? I'm thinking of the basilisk specifically.


Gambit

Posted 17 January 2019 - 12:57 PM

Does anyone know if theres a limit on ability duration? I wonder if a two hour ability would crash the game.

I do not think so... I have tried in the past values that exceed 3 hours, and had no issue - but I never waited that long to see if the ability was still active :p


Moreartillery

Posted 17 January 2019 - 09:18 AM

My idea is to have the weapon divided into two hardpoints, one with lower reach and another one with larger reach, so those enemies close by get hit by both while those further away only get hit by the latter.

That will work, but if it has any scatter distance the projectiles will separate and it will look weird.

 

The problem comes when you factor in weapon upgrades. Is there any way to have a weapon upgrade force another hardpoint upgrade?

Maybe you can do this as an ability. Make an ability that disables the old hardpoints and enables the new ones, give it an activation cost and an extremely long duration.

 

Does anyone know if theres a limit on ability duration? I wonder if a two hour ability would crash the game.


Gambit

Posted 19 December 2018 - 11:01 PM

The ability attached to the projectile of a ranged weapon, is triggered on impact.

So I do not see how this would work... Brother Fuggles, are you suggesting something else?

It is an interesting idea to explore, regardless. :thumbsuphappy:


fuggles

Posted 19 December 2018 - 01:55 PM

You can add abilities to a projectile, right? By design a projectile applying a damage boost every second that lasted for 10 would get stronger the longer it was in flight.

Review the complete topic (launches new window)