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SWIFT88

smoke launchers

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just wondering if any body knows of a way to have smoke launchers as a weapon and not on the init selection screen instead ? tried a number of dif. types but it hasnt worked!!

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I presume you're talking about the smoke launchers that are used

to mask the tank in case it's under fire. So forgive me if this is not

what you're talking about.

In config.cpp define them as a normal weapon, with its normal

ammo, as you like.

Put a fired EH in the vehicle that intercepts the smoke grenade

ammo, delete it (or place somewhere else for future use) and launch

a script that fires the actual smoke grenades.

If you made the model with two cargo proxies where the grenade

launcher is positioned on the tank, you could make a very realistic

looking one making the smoke grenades to 'exit' directly from it.

You should need some other script and function to manage these,

though. The explanation is quite long, PM me for details if you're

interested.

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I presume you're talking about the smoke launchers that are used

to mask the tank in case it's under fire. So forgive me if this is not

what you're talking about.

In config.cpp define them as a normal weapon, with its normal

ammo, as you like.

Put a fired EH in the vehicle that intercepts the smoke grenade

ammo, delete it (or place somewhere else for future use) and launch

a script that fires the actual smoke grenades.

If you made the model with two cargo proxies where the grenade

launcher is positioned on the tank, you could make a very realistic

looking one making the smoke grenades to 'exit' directly from it.

You should need some other script and function to manage these,

though. The explanation is quite long, PM me for details if you're

interested.

very much apreciated but i know how to do the proxy version.... i was really more intrested in the FDF smoke launchers... but i spose the others will do... Thanks for the replay any way...

Swift

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FDF smoke launchers are done as described above, there is one weapon with dummy ammo and "fired" eventhander creates few smoke grenades and tosses them around using setVelocity.

There are couple of other scripts in FDF for better AI behaviour, one creates invisible block on top of smoke which blocks AI vision, other checks if AI tank is fleeing and pops smoke when it happens.

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