No need to my friend, enter cheatbot2 in the bot's name space after downloading the RA2 1.3 patch. They are not very good but there are better flamethrowers in DSL2.
Flamethrowers on the other hand need nothing special in the GMF, you can make any object a flamethrower, the key to the fire part is all set out in the text file
:O
Flame mod!
EVERYTHING shoots fire!
So the side it breathes fire from is already set up in the exe (1,0,0) ?
Any object can be made a flamethrower... o wait FLAMING RAZORS !
:O
Flame mod!
EVERYTHING shoots fire!
What dictates its firing location+direction is in the gmf (geomobject's coordinates).
I was thinking making a longer flame, or a fire extinguisher shoot the.....stuff.
It would be funny if there was a cannon that fires random components :P
heck I will spill the beans here... the first expansion for Backlash will be Projectiles and Fire :gawe:Cool, should have known about the fire, but how are the projectiles gonna be balanced?
not sure yet (im focusing on finishing the current build :P)Oh yeah, it definately would.
I imagine with mr whales we can work out something, I just think it would be fun to introduce them into competition play.
Is there a way to decide where the fire is shot out, and how to edit it?
I was thinking making a longer flame, or a fire extinguisher shoot the.....stuff.
It would be funny if there was a cannon that fires random components :POr just like you throw the fridge from Firebeetle's component pack at the opponent :P
The problem with balancing cannons is you can't edit their damage or power. Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it. So you only have airmaxinoutrate, mass, and HP to work with.
The problem with balancing cannons is you can't edit their damage or power. Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it. So you only have airmaxinoutrate, mass, and HP to work with.
The problem with balancing cannons is you can't edit their damage or power. Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it. So you only have airmaxinoutrate, mass, and HP to work with.
So the material = metal doesn't do anything here?
So aside from setting base = Cannon in the txt, what do I have to do the GMF to have it shoot a projectile?
The ball always fires in the same direction from the same point, so you need to rotate/move the cannon object to match. The easiest way is to adjust the TM_ROWs in the RBCollection (Serge has a good tutorial on those somewhere).
Also,So aside from setting base = Cannon in the txt, what do I have to do the GMF to have it shoot a projectile?
The cannon object needs to be named "cannon" and the projectile object needs to be named "ball". You may also need collision mesh named "cannon_collision" and "ball_collision", but I'm not sure. And that's all you need.
If someone turn SFTW into a GMF, porting it into a cannon should be pretty easy.
Slight bump, but I have to ask how (or if) you can set or edit the values for the flame emmiter points on a component.So the side it breathes fire from is already set up in the exe (1,0,0) ?
Any object can be made a flamethrower... o wait FLAMING RAZORS !
yes and if nothing is set in the text the flame will just Emmit from the same point in every arena (center in most) thats how I made my remote flamer
myself, Madiaba and sage started making a BOTM entry for the last anything goes BOTM that did that such thing
it was going to be an aircraft carrier warship that had SFTW's on board and a cannon that fired them down the run way :P
time wasn't our friend though
How far did you end up getting?