Ambrosia Garden Archive
    • Weapon and Ammo help...


      Hey.

      Okay, now, lets assume for arguments sake Im making an energy weapon, and this weapon is going to use amunition. Now, I want the player to buy 'Power Cells' for it, which will each give say, 10 shots. ie, a player buys 5 power cells for the weapon, and hence gets 50 shots worth. However, I dont want the weapon to fire 10 concecutive shots automatically, but at the players command - then after 10 shots has been fired, the ammo count deducts by 1. Is this possible?

      Hope that makes sense 🙂

      l e g i o n

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      The heart goes streight from sugar to coffee.

    • Unless the Nova engine holds some amazing capabilities that I've never seen before, I don't believe it is possible to do this.

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    • Use missions. The outfit activates ten invisible auto-aborting missions, with each mission granting the player one shot. Although complex and consuming a lot of mission slots, this is the only solution I can think of off the top of my head.

      (edit) Better yet, have the outfit directly give the player ten individual shots, and don't use up the mission slots. But neither of these methods will not deduct one "power cell" for every ten shots fired. (/edit)

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      (This message has been edited by General Rak (edited 06-09-2002).)

    • Quote

      Originally posted by General Rak:
      **Use missions. The outfit activates ten invisible auto-aborting missions, with each mission granting the player one shot. Although complex and consuming a lot of mission slots, this is the only solution I can think of off the top of my head.

      (edit) Better yet, have the outfit directly give the player ten individual shots, and don't use up the mission slots. But neither of these methods will not deduct one "power cell" for every ten shots fired. (/edit)

      **

      Cool thanks for the feedback guys, mayble ill just take the easy soloution.... 🙂

      best.

      l e g i o n

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      The heart goes streight from sugar to coffee.

    • Actually, I think that burst firing can do that. I can't remember, but I seem to recall that the Hail Chaingun can stop firing before the burst is complete. Maybe I was just on too much crack that day....

      Matrix

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      "Nothing is fool-proof to a sufficiently talented fool."

    • It's true, burst firing only fires as much as you tell it to. If you set the BurstCount to 10, then fire only 8 times, it will wait for you to fire twice more before doing a BurstReload. Set the weapon to use ammo at end of burst and you're set.

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    • Actually, I'm not sure how well this will work, but you could set the ammo outfit (using the onPurchase field) to grant (Gxxx) you 9 more of the things. OnSell should remove (Dxxx) 9 too. Again, not sure how Nova will like this, but it's worth a shot.

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    • Quote

      Originally posted by Legion:
      **Im making an energy weapon, and this weapon is going to use amunition. Now, I want the player to buy 'Power Cells' for it, which will each give say, 10 shots. ie, a player buys 5 power cells for the weapon, and hence gets 50 shots worth. However, I dont want the weapon to fire 10 concecutive shots automatically, but at the players command - then after 10 shots has been fired, the ammo count deducts by 1. Is this possible?
      **

      The weapon resource's burst reload feature is intended to enable things like this.

      mcb

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      "If it's not on fire, it's a software problem."

    • Quote

      Originally posted by mburch:
      **The weapon resource's burst reload feature is intended to enable things like this.

      mcb

      **

      I thought that's what happened, but I wasn't sure if I was going crazy.

      Matrix

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      "Nothing is fool-proof to a sufficiently talented fool."

    • Cool, thanks alot people. Much appreciated.

      best.

      l e g i o n

      ------------------
      The heart goes streight from sugar to coffee.

    • Quote

      Originally posted by mrxak:
      **Actually, I'm not sure how well this will work, but you could set the ammo outfit (using the onPurchase field) to grant (Gxxx) you 9 more of the things. OnSell should remove (Dxxx) 9 too. Again, not sure how Nova will like this, but it's worth a shot.

      **

      The couple of times I've played with using those bits in the OnPurchase field, it hasn't worked very well. Also, I believe OnPurchase activates if the outfit is granted as well. So your solution would end up starting an infinite loop.

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    • Sorry, another question for you all to chew on 🙂 :

      Now, the 'power cells' you can buy for each weapon owned, i want to be of a maximum of 8. But assuming the player buys another of the same weapon, the max ammo count would rise to 16 (2X8=16 :))

      Is there a way of doing this?

      best.

      l e g i o n

      ------------------
      The heart goes streight from sugar to coffee.

    • Yes, there is! I think. I haven't tried this yet, but using ModType 27, you can increase the maximum number of other outfits the player is allowed. Give this ModType to your weapon, pointing the ModVal at the ammo outfit ID.

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    • I do recall that someone created a topic for that.... let me see.... here: (url="http://"http://www.AmbrosiaSW.com/webboard/Forum9/HTML/002889.html")http://www.AmbrosiaS...TML/002889.html(/url)

      Matrix

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      "Nothing is fool-proof to a sufficiently talented fool."

    • Quote

      Originally posted by Quantum Transcendence:
      **The couple of times I've played with using those bits in the OnPurchase field, it hasn't worked very well. Also, I believe OnPurchase activates if the outfit is granted as well. So your solution would end up starting an infinite loop.

      **

      Infinite loop... that's not good...
      I guess you shouldn't use my idea then :).

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