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Author
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Topic: spewer ent question
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Moriarty Member
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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: | |