javelin that can be picked up after attack
so I did this unit that throws javelins, and I want him to have a max of 4 javelins to throw.
I want him to be able to pick up the ones he throws so he never runs out of ammo.
Everything is sweet and it does that except:
Problem: if I do a regular projectile out of his javelin(like a soulless spear) the projectile ends when it hits either the ground or another unit and therefore cannot be picked up afterwards.
if I check the option : promote at end of lifespan, and I create a javelin on ground projectile that's created once this javelin on air dies, then somehow I'm having trouble with the damage...it hits the enemies but most of the time it bounces and doesn't hurt a fly.
is there a specific set of flags I need to mark so this projectile at end of lifespan does normal damage to the units asap it hits them?
thanks!
I want him to be able to pick up the ones he throws so he never runs out of ammo.
Everything is sweet and it does that except:
Problem: if I do a regular projectile out of his javelin(like a soulless spear) the projectile ends when it hits either the ground or another unit and therefore cannot be picked up afterwards.
if I check the option : promote at end of lifespan, and I create a javelin on ground projectile that's created once this javelin on air dies, then somehow I'm having trouble with the damage...it hits the enemies but most of the time it bounces and doesn't hurt a fly.
is there a specific set of flags I need to mark so this projectile at end of lifespan does normal damage to the units asap it hits them?
thanks!
- William Wallet
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I would try this:
Make two projectiles, 'Javalin A' and 'Javalin B', and one projectile group, 'Javlin detonation'.
Have your unit use Javalin A for its attack, but Javalin B as the ammo for the attack. Set the maximum ammo to 4, or whatever you require.
In the projectile tag for Javalin A, under detonation, set the normal frequency to 1.00, and 'Javalin Detonation' as the projectile group tag it detonates to. You don't need to use a lifespan promotion, and do NOT set it so it remains after detonation.
In the Javalin Detonation projectile group tag have it produce one Javalin B projectile. Javalin B can be set to "remains after detonation" in its projectile tag, unlike Javalin A. Also for Javalin B, under "Edit Flags" in the projectile tag, turn on "Becomes dormant at rest".
Hope that helps.
Make two projectiles, 'Javalin A' and 'Javalin B', and one projectile group, 'Javlin detonation'.
Have your unit use Javalin A for its attack, but Javalin B as the ammo for the attack. Set the maximum ammo to 4, or whatever you require.
In the projectile tag for Javalin A, under detonation, set the normal frequency to 1.00, and 'Javalin Detonation' as the projectile group tag it detonates to. You don't need to use a lifespan promotion, and do NOT set it so it remains after detonation.
In the Javalin Detonation projectile group tag have it produce one Javalin B projectile. Javalin B can be set to "remains after detonation" in its projectile tag, unlike Javalin A. Also for Javalin B, under "Edit Flags" in the projectile tag, turn on "Becomes dormant at rest".
Hope that helps.
dude, thanks a lot for the knowledge!
sometimes I wonder how you guys know so much!
I did that copying a regular arrow projectile of a bowman monster.
It works!!!!!!!!!!!!!!!!
the only problem is when the javelin(as the arrow also does) hits a unit somehow the projectile javelin on ground(javelin B) is not left there...but it's really a minor problem!
the cool thing is now it works!!! ta da!
thanks a lot!!!!!!!!!!!!!!!!!!!!!
sometimes I wonder how you guys know so much!
I did that copying a regular arrow projectile of a bowman monster.
It works!!!!!!!!!!!!!!!!
the only problem is when the javelin(as the arrow also does) hits a unit somehow the projectile javelin on ground(javelin B) is not left there...but it's really a minor problem!
the cool thing is now it works!!! ta da!
thanks a lot!!!!!!!!!!!!!!!!!!!!!
carlinho wrote:the only problem is when the javelin(as the arrow also does) hits a unit somehow the projectile javelin on ground(javelin B) is not left there...
Oops. See if this fixes it:
Open the projectile tag for 'Javalin A'. In the detonation section, where it says Target, set it to your projectile group 'Javalin detonation'.
No problem, carlinho. This is the sort of stuff I like to figure out, plus I'm really looking forward to your Ancient Greece plugin.
Besides, it turns out Zeph and lank were much closer to the answer than I was, so I probably wasted your time by butting in anyway.
However, in my tests, I couldn't get a bowman arrow to not vanish when it hit the ground, unlike how a ghol cleaver persists. Dunno why... something in the damage window, or extra sequence needed in the collection for lying on the ground mb? Or mb just me.
So anyway, after playing around, I still used the original Javalin A and Javalin B method I outlined, but in the detonation section of the Javalin A projectile tag, I checked both "At Rest" and "Remains after detonation" just like lank and Zeph recommended. To keep the Javalin from bouncing around stupidly, go to the object tag that Javalin A uses and set the elastic coefficient to something like .047 instead of the typical .500. You might want to use a duplicate object tag for just the Javalin A projectile so you don't screw up the bounce of other projectiles.
Enjoy.
Besides, it turns out Zeph and lank were much closer to the answer than I was, so I probably wasted your time by butting in anyway.
However, in my tests, I couldn't get a bowman arrow to not vanish when it hit the ground, unlike how a ghol cleaver persists. Dunno why... something in the damage window, or extra sequence needed in the collection for lying on the ground mb? Or mb just me.
So anyway, after playing around, I still used the original Javalin A and Javalin B method I outlined, but in the detonation section of the Javalin A projectile tag, I checked both "At Rest" and "Remains after detonation" just like lank and Zeph recommended. To keep the Javalin from bouncing around stupidly, go to the object tag that Javalin A uses and set the elastic coefficient to something like .047 instead of the typical .500. You might want to use a duplicate object tag for just the Javalin A projectile so you don't screw up the bounce of other projectiles.
Enjoy.
muaaaahahahahahah!!!!!!!!!!
greeeaaaat!!!!!!!!!!!!!!!!!!!
I had done that but each time the javelin touched the ground it left a new projectile javelin on it, so you had this 6 javelins created from this 1 throw..
but that was the problem~!!!!!!!!!!
I created what you told me a new object tag with an elastic coef of 0.00 so now it comes to a complete stop where it lands and doesn't create new javelins everywhere...
thanks!!!!!!!!!!!!!!!!!!!!!!!!!
greeeaaaat!!!!!!!!!!!!!!!!!!!
I had done that but each time the javelin touched the ground it left a new projectile javelin on it, so you had this 6 javelins created from this 1 throw..
but that was the problem~!!!!!!!!!!
I created what you told me a new object tag with an elastic coef of 0.00 so now it comes to a complete stop where it lands and doesn't create new javelins everywhere...
thanks!!!!!!!!!!!!!!!!!!!!!!!!!