|
Author Topic:   spewer ent question
Moriarty
Member
posted November 13, 2001 02:02 PM            
maybe I'm just too stupid, but what do I have to do in order to make a spewer shoot something like 10 projectiles at the same time spreading out horizontally? My goal is to have a missile deploy a ring of mines around a target.

------------------
I doubt, therefore I might be.

IP:

=DNX=goku
Member
posted November 13, 2001 03:28 PM            
hahaha good luck ask JV how to do that

------------------
KameHaMeHa boom!!! you all are gone hehe

IP:

coax
Administrator
posted November 13, 2001 05:33 PM            
no one ever accused me of being a modder. But, doesn't the avenger work on a similar principle?

IP:

coax
Administrator
posted November 13, 2001 05:34 PM            
plus, there is a mod that throws plasma mines via the mrl launcher, might want to take a look at that too.

IP:

=DNX=goku
Member
posted November 13, 2001 07:34 PM            
chaff master 3000 is the closest to what you want so just convert and play with that and be happy

------------------
KameHaMeHa boom!!! you all are gone hehe

IP:

A2597
Member
posted November 13, 2001 10:09 PM            
this is what you need, the burst laser does this exact effect.

SpewType0 = projectile/YOURPROJECTILE

SpewMin = -10, -1, -10
SpewMax = 10, 1, 10

CycleType = 0

SpewTime = 0.01
RandomTime = 0

LaunchCoords = 0, 2, 0

Iterations = 15

RestOnGround = 0
GroundOffset = 4.0

Maxspewcount = 10

------------------
This post was made by A2597, not A####, not A2754 A-2-5-9-7, K? :)

IP:

JVortex
Member
posted November 14, 2001 03:33 AM            
my "graveyard special" weapon does a very similar effect as well in its graveyard creation phase.

------------------
Let the rocks roll and the battle commence. www.bzrpg.com .
Check out the site! Loads of Tread Marks support and AddOns. Home of the S.T.O.R.M Pack.
The Storm is coming... :)

IP:

Moriarty
Member
posted November 15, 2001 04:14 PM            
ok, thanks, now it works.
I also found that there is the possibility to use "LaunchSpread = 0, 360, 0". I'm not sure if this spreads the projectiles out evenly, though. The random impulse bounding box thingy does not, of course - it's random, after all.
Oh, has anyone of you ever tried to remove the "MaxSpewCount" while the Spew Time is less than, say, .05 ? Looks like making popcorn

------------------
I doubt, therefore I might be.

IP:

Vlad
Member
posted November 15, 2001 06:38 PM            
Launchspread is only for Weapon class ents.

Even when using it there, it doesn't spread evenly.

IP:

Moriarty
Member
posted November 21, 2001 03:12 PM            
hey, thanks, all of you. I learn more every day...

now another question: is it possible to create a projectile that spawns/spews new projectiles at an angle relative to its direction of flight? The SpewMin/SpewMax appears to use the global coordinate system

------------------
I doubt, therefore I might be.

IP:

JVortex
Member
posted November 21, 2001 05:43 PM            
unfortunately no. myself and vlad have been wrestling with that one for a while now.

IP:

Random Chaos
Member
posted November 29, 2001 09:16 AM            
I would think you could get arround it this way:

Use a smoke trail to projectile call.
New projectile lasts for, say, 0.05 secs. Has spiral data. This should cause it to have a random start vector and spiral arround original vector.
On destroy, call actual non-spiraling projectile.

Should work. A bit involved though...

Yeah...spewers need to be able to have local coordinate access when spawned from a weapon...inherited axis system with a flag to use it.

IP: