Author Topic: Delayed Damage  (Read 1750 times)

Offline laguardia528

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Delayed Damage
« on: June 07, 2008, 11:27:55 PM »
I was wondering, would it be possible to create a torpedo that has two extensions rotating around a center piece; that when it hits it creates initial damage, then a few seconds later there is a second explosion?

Offline MLeo

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Re: Delayed Damage
« Reply #1 on: June 08, 2008, 06:43:28 AM »
With FoundationTechnologies you can define "yield" actions for a projectile weapon impact (when the yield of the projectile is released).

Not sure what you mean with 2 extensions rotating around a centre piece, you mean 2 torpedoes at the same location? That might be tricky to do.
But FoundationTechnologies also supports "on Fire" actions, so you do an action when the torpedo is fired.

All projectiles can be made "harmless" by setting the lifetime to 0 on impact.
Further more, it's also possible to queue an action, but I'm unsure waht you mean with a second explosion (or rather, what the effect of it would have to be).
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline laguardia528

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Re: Delayed Damage
« Reply #2 on: June 09, 2008, 03:45:35 PM »
by two extensions, i meant something like this:

0-x-0

with the 0's orbiting the x. When it hit the ship, one of the 0's would explode, then a few seconds later the other 0 would go boom.

Offline FekLeyr Targ

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Re: Delayed Damage
« Reply #3 on: June 09, 2008, 04:13:47 PM »
So if I understand you correctly, you're trying to descripe an torpedo impact, which causes a 1st explosion and econds later a 2nd one.
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Offline Nighthawk

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Re: Delayed Damage
« Reply #4 on: June 09, 2008, 04:53:17 PM »
that can be adjusted with the transport torpedo or timed torpedo scripts, I think. as for the graphic thing, I don't know. I'm almost sure you can't change textures once the torpedo is fired

Offline laguardia528

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Re: Delayed Damage
« Reply #5 on: June 09, 2008, 08:52:09 PM »
I got the idea from the gemini pulse in Armada 1. A torpedo that was shaped and moved like that would be perfect for the ship I'm building now.

Offline MLeo

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Re: Delayed Damage
« Reply #6 on: June 10, 2008, 07:47:45 AM »
I still think FoundationTechnologies is perfect for this.

Basicly, you fire x on which the "onYield" is called which creates 2 extra torpedoes with no damage impact, after the impact the onFire is called of torpedo x, which queue's an event for 2 seconds after which it creates a torpedo on the impact site (maybe a bit out) and which then happily continues on it's way causing an explosion.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.