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EzArIk
Member Since 24 Sep 2019Offline Last Active Dec 06 2019 09:37 PM
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- Active Posts 7
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- Age 30 years old
- Birthday March 12, 1994
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Legio~Cybernetica, [To.Be.Announced],....,etc.
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In Topic: Scar script questions
21 November 2019 - 09:07 PM
In Topic: How would I add more than one vehicle to a squad without the game crashing?
25 September 2019 - 03:00 PM
(an over complicated solution (which I've been planning to use for something different)), is that you could have a dummy Squad and when it spawns have 2 or however many you need of the 1 veihcle squad be spawned by SCAR and forced to follow the dummy arround (with direct controll disabled, or just any time they're selected moving selection to their invisible dummy instead, (could fake adding members by adding a leader option to the dummy squad that gets instantly removed and replaced by another slaved veihcle squad when complete))) (see Sindri's capture guardsmen SCAR ability in Winter assault campaign, I believe it could be adapted for the "follow me" part, I can give more details on the rest if anyone wants a head start (had it planned out somewhere, but like half my stuff, not fullly implemented due to lack of time, etc.))
edit: (store them as an SGROUP in SCAR and have SCAR set their Stance, etc. to match the dummy too)
In Topic: Community Map Assets pack and why we need it
25 September 2019 - 01:29 PM
I agree with this idea, (I'm hoping to accumulate something similar for useful SCAR functions in future, when I get chance, it's a pity we can't do this for useful models / animations too)
In Topic: "preferred enemy" rule for some squads in Unification scar code... po...
25 September 2019 - 03:06 AM
could maybe use a dummy weapon with weapon impact ability that spawns an invisible entity which applies weakening effect applied to target squad in radius but with apply_to_squad_type for effected squads (e.g. eldar_banshee_squad, necron_pariah_squad, something_else_squad, etc) and in theory that could probably work reasonably well since it would have no effect on incorrect targets
Edit: (could still be a problem if the same target is underfire from two such dummies, (could maybe make modifier exclusive though ?) (or make it work backwards and boost a targeted squad who prefers you as an enemy slightly with exclusive modifier ?))
In Topic: Weapon damage variable on target distance
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 ? ))
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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
)
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