Version 1.1 Update: Allows you to call in artillery strikes in properly-modified areas. Launchers simulate enchanted catapults firing on a ballistic trajectory. New Features in v1.1 * Selectable engineer requirement for catapult to function. * Settable firing modes: barrage only, barrage and steady stream, or steady stream to location marked by last flare. * (optional) Ammunition limits * Settable ordnance types: acid fog bombs, grease bombs, and more--see below. * Frequency of launch adjustable, separately for each fire type. Type of ordnance settable separately for auto and barrage fire mode. * Adjustable accuracy. * Adjustable target tag for standard autofiring mode. * Prototype trigger to call in artillery on the PC * Can cloak missiles as fireballs. * Now includes a demo module Special thanks to Grimlar for the template I used here.
All right, anyone who's interested, it looks like the new version is up. Try out the features and let me know what you think. Next on the agenda are multiple teams.
Jason
Posted by Troi ( 137.151.xxx.xxx ) at 2004-12-02 15:55:00
Gomisan,
A quick update. Tonight or tomorrow I'll be posting a new fuller-featured version of the script. This one will use a series of variables on the catapult and allow you to control behavior, including allowing the catapult to fire on a specified point (customizable for each launcher), to fire on a movable point (settable by launching a new flare at each new point), or firing steadily, then launching a barrage, then returning to the steady fire on the original target, all fairly much as you suggested. There's also options to control firing frequency in automatic mode, accuracy in both automatic and barrage modes ranging from pinpoint accuracy to wildly inaccurate. I'll also probably add the NeedsEngineer variable, meaning that someone tagged engineer has to be within 5 feet or something or else it won't fire. That'll allow someone to script engineer behavior and respawning and so forth however they want, and it'll also allow engineers to be moved between multiple catapults. I'll also probably put an ammo option in, so you can run out of shots. This will be the version 1.1 release; the next one after that will include multiple colors of flares and catapults; that was a little more work than I had time for last night. I'll save that for Version 1.2.
Jason
Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-11-23 16:39:00
Master's Thesis.. and you've found time for NWN!? Wow... seriously.. put your energies into that I know what it's like (secondhand experience while my GF does her Thesis!).
--Is it possible to have different catapults controlled by different flares? There's a few different coloured rods available as icons, and it would be nice to have flares that went with catapults, and hence opposing forces could duke it out without all firing at the same spot.--
Great idea. I'll definitely include that one in my next version, since all that requires is a little adjustment of tag names on the flare script and the creation of a few more blueprints for the launchers. I forget how many colors there were--three or four, I think. I'll make enough for a red team, yelow team, green team, white team, etc. Thanks for a great suggestion.
I'm currently finishing up my Master's thesis (first draft due Monday--ugh) so I'll probably be getting to this and other scripting enhancements AFTER Monday. :) I know, I know--my priorities are so messed up....
Jason
Posted by Gomisan at 2004-11-22 16:11:34 Voted 9.50 on 11/22/04
Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-11-22 15:58:00
It all sounds good, and your a man after my own heart if you use variables to control it, thats exactly how I imagined it would be done.
I actually enjoy having the catapults visible ... I guess I'm not too worried in a fantasy setting just how realistic their firing is :)
One more question/suggestion.. and then I'll shut up
Is it possible to have different catapults controlled by different flares? There's a few different coloured rods available as icons, and it would be nice to have flares that went with catapults, and hence opposing forces could duke it out without all firing at the same spot.
The update was a failed attempt to add a pic. I'll be getting it right soon. :)
The standard firing/flare bombardment doesn't sound too tough. I'll take a look at that soon. As for the engineer, I can likely create engineers to run the things and have the catapults stop when they're killed off. Respawning might be a bit trickier, since I'd need to somehow associate the guy with the catapult without hardcoding it. I'll also look into this, but it's a bit more challenging code-wise. It'll probably be another, later update.
I'll try to set them up so that the behavior of standard/not standard and needs/doesn't need an engineer can be checked on the catapults variables, and then go from there, so it's likely to be possible. I could even store targets there, so the flare changing the target thing shouldn't be so very hard.
Just as a clarification, the mod I included uses actual catapults, but in the module I'm building I'm using invisible objects to simulate large numbers of distant catapults calling in an artillery strike. The masses of shots coming from a single launcher can work, but look a little funny to me, so I avoid putting them on screen if possible.
Thanks for your input. I hope I can answer one or two of those soon.
Jason
Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-11-21 18:35:00
I'm playing with this at the moment, so could yu tell me what's been changed in the new update?
A small addition I'd like to request is the option to have the catapult fire at a location on a timed basis. And actually change it's target based on the flare.
This would have two ways of working:
1) The catapult fires a shot at a target every x seconds/rounds, and when a flare is used it does the standard bombardment and then reverts to it's original steady rain elsewhere.
2) The catapult fires every x seconds/rounds at a predefined target, and when a flare is used it stores that location as a new target and fires at that point on a regular basis.
Another thought is to have an Engineer who actually performs an action at the catapult to simulate it being fired. If he is killed it no longer fires until a new engineer is spawned (if we respawn him at all)
Ok, just some ideas, but they'd really make this script rock.
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