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    posted a message on [help/weapon] Beam which moves to next target after kill

    I'll try it out as soon as I can (its almost 23:30 around here...) and tell you if I found a way around the crash. (sometimes crossing streams is the only way... )

    Thanks for sharing your work - I'll of course give you credits for it - if I use any part of it.
    Unfortunately I intended this behaviour for a default secondary weapon for all my space ships... so I'll have to adapt your work anyway. but it's nice to see it works!

    Posted in: Data
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    posted a message on [help/weapon] Beam which moves to next target after kill

    Thanks man, I'll give it a try and see what comes out of it!
    though I do have to admit that I'm not (yet) very versed with the Data Editor so i might not be much help...

    Posted in: Data
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    posted a message on [help/weapon] Beam which moves to next target after kill

    Your way of doing it sounds rather complex. Isn't there a way with validators which validate a line between the old and the new target and the beam attaches to incremental points along this line?
    I'd prefer not to use missiles for a beam. That's somehow weird (I know it's only terminology but nevertheless )

    Btw - how do the colossi lances sweep over the ground in front of it? Maybe we can take some of that logic for our purposes ^^

    Posted in: Data
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    posted a message on [help/weapon] Beam which moves to next target after kill

    Hi

    I'm relatively new to the data editor (though I do have a decent knowledge of triggers and programming, so the concepts aren't all that alien to me).

    I need help creating the following weapon:

    A weapon which fires a beam at a target. The beam stays on the target dealing damage to it while it stays on it. Once a target is killed it moves to the next (closest by angle) target without stopping to shoot in between. It only stops shooting once it has run out of targets.

    [optional] If a unit has more than one of these weapons the weapon will prefer targets the unit is not already shooting at with this weapon type. (but if another weapon type already fires at the target that's ok)

    Can anyone please help me?

    Posted in: Data
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    posted a message on Prevent Item Usage

    There is the "equipped" option for slots in item containers. I believe there is some way to work with them.

    But atm I do have the same problem.

    Is there anyone out there who could help us?

    Posted in: Data
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    posted a message on How do u make it so teams in lobby match in game

    I had some problems with this as well.
    Since I only have two teams and they each share a starting area (meaning their start locations are relatively close to one another) I simply checked within which start location each player is and setup the player/team start locations via Player Properties etc.

    It works just fine and wasn't too complicated. I did not even have to do any variation for testing the map - in the editor i simply get a random start location which works just as well ^^

    Posted in: Miscellaneous Development
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    posted a message on [Library] NightJade Library

    Asset Link: link
    Files: link

    This library is a selection of a couple of system I wrote over the last few days. It's entirely made with and for GUI so there should be no problems using it even for inexperienced users. (Yes, I do have an eye on performance.)

    Please check out the Asset Page since the entire description, including sub-pages for the individual systems is already there and I'll only update them there.

    Currently the library contains 4 systems of which 1 is mostly and 1 entirely meant for internal use only (though you could tweak them for your purposes of course.)

    • NJ.Debugger
    • NJ.BankManager
    • NJ.LeaverSystem
    • NJ.SpawnSystem

    I'd welcome any comments and suggestions for it so feel free to text ahead ^^

    Posted in: Trigger Libraries & Scripts
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