@bmac, on Jun 4 2007, 07:25 AM, said in Many explosions pr missile, or missiles pr launcher.:
You are right about the reload time.
The dude mission approach would work, although, the way I get the requirement, you'd have to swap the weapon after each shot so each missile would explode differently. Probably it would even be possible to use the randomize-function, so each of the different weapons would select its successor randomly from two possible other weapons.
I haven't been deving for some time now, but isn't there a onFire for each weapon? If so, that might be another way to do it.
The quickest swap you can get is every second or two. Faster requires continuous date-posting, and has its own host of problems (see below)
If you wanted to swap after every launch, again, you are breaking the normal reload time. But you could sorta bind the reload time to the swap time, if you can live with a 1 second reload (might vary from computer to computer) Just make the reload about 2 secs, and you'll get to launch only after a swap which seems to be about a second or two.
There is no onFire function as such.
You can simulate that function, sort of, but it requires contiunous date-posting using a self-aborting self-repeating misn. Then you use crons to detect the lack of ammo for a one-shot launcher. When it is out, then swap the launcher, and then replace the ammo. If ammo is to be limited, you'll have to track it with a placeholder item, and use that to track and decide whether to replace the fired shot or not.
So, in otherwords, it's probably more complicated than it's worth, and the date becomes useless as a date.
BTW, nice pun:
Quote
Confucius: He who play in root, eventually kill tree