Enemy's projectiles directed at friendly.
2 replies
1

18.03.12 06:33:43 am
Can it be possible for this sort of script? You are taking damage from an enemy, as normal, yet it can shoot out projectiles at a certain unit, in this case your friendly unit. I know there are 6 modes for projectiles, and the first one seemed interesting. It says that the projectile will be directed to a specific object, or maybe a unit.
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Yes.
Let me (try to) translate and explain that command description:
So, the structure is like that (without brackets):
projectile $ammo,$x,$y,$z,{$mode,...}
projectile $ammo,$x,$y,$z,{$mode,...},$weapon
projectile $ammo,$x,$y,$z,{$mode,...},0,$velocity,$damage,$drag
For example
projectile 54,$x,$y,$z,"unit",100,50,59;
fires an arrow with bow (dmg., vel., drag of arrow (54) multiplied with dmg., vel., drag of bow (59)) from coordinates x,y,z, at unit with id 100.
Let me (try to) translate and explain that command description:
Quote:
projectile item-type,X,Y,Z,{mode}[,offset][,weapon][,velocity][,damage][,drag]
Creates a projectile of given item-type (ID from definition) at position X,Y,Z and fires it off.
There are 5 modi to choose:
1 - class,ID - projectile flies to a specific object of given class and ID
2 - X,Y,Z - projectile flies to given coordinates
3 - pitch,yaw - projectile flies in specific direction
4 - projectile is heading towards the player
5 - range - projectile flies to nearest unit in given range (except the player)
6 - range - projectile is heading towards next aggressive unit
additional parameters:
offset - translate projectile from point of start (avoid collision between other objects...)
weapon - weapon which values are used for projectile (type of item from definition), type "0" for own values:
velocity - velocity of projectile
damage - damage (factor, multiplied with damage of projectile item)
drag - drag value
Creates a projectile of given item-type (ID from definition) at position X,Y,Z and fires it off.
There are 5 modi to choose:
1 - class,ID - projectile flies to a specific object of given class and ID
2 - X,Y,Z - projectile flies to given coordinates
3 - pitch,yaw - projectile flies in specific direction
4 - projectile is heading towards the player
5 - range - projectile flies to nearest unit in given range (except the player)
6 - range - projectile is heading towards next aggressive unit
additional parameters:
offset - translate projectile from point of start (avoid collision between other objects...)
weapon - weapon which values are used for projectile (type of item from definition), type "0" for own values:
velocity - velocity of projectile
damage - damage (factor, multiplied with damage of projectile item)
drag - drag value
So, the structure is like that (without brackets):
projectile $ammo,$x,$y,$z,{$mode,...}
projectile $ammo,$x,$y,$z,{$mode,...},$weapon
projectile $ammo,$x,$y,$z,{$mode,...},0,$velocity,$damage,$drag
For example
projectile 54,$x,$y,$z,"unit",100,50,59;
fires an arrow with bow (dmg., vel., drag of arrow (54) multiplied with dmg., vel., drag of bow (59)) from coordinates x,y,z, at unit with id 100.
DC has written:I'm actually working on Stranded III now with highest priority even though I said that I planned to release the next CC update first.
Oh.. So, there is only 3 numbers at the end.
Alright, thank you sir.
Alright, thank you sir.
My comic Online - http://nostalgiaofeden.thecomicseries.com/
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Enemy's projectiles directed at friendly.
