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chaining

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i remember once long ago we had attacks that could kind of chain? or maybe im wrong .. but a weapon that can jump from the first hit target like electricity. would that be a bad mechanic for a weapon?

its sort-of aoe but looks cooler imho
+0 / -0


3 years ago
Never existed.
+8 / -1
well atleast i have an answer =P

inconsequentially "never existed" is also what those chrono guys from RA2 say before they vanish you
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Firepluk
3 years ago
aka Tesla from red alert 2... I like this idea :)
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3 years ago
Such a thing is a tricky proposition when you consider how weapons hit allies and terrain, and generally don't even distinguish between allies and enemies. The lightning jumper would essentially have unit AI.
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3 years ago
A claw that shoots another claw, but both are lightning
+2 / -0
3 years ago
I think it can be an interesting mechanic. Questions would be whether the chaining range would be reduced depending on how far the projectile travelled already and to which extent you could control the chaining target(s).
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quote:
A claw that shoots another claw, but both are lightning

Off topic, but I wonder how OP a tremor that shot tremors would be.
EDIT: assuming you are running it on a planet-sized computer so lag would not be an issue
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3 years ago
Hmmm. You'd need to implement a minimum range for a weapon. Have a mine that spawns from a weapon hit, lasts for very little time (perhaps a single frame), and fires another weapon at a nearby target. The minimum range prevents a "chain" from hitting the same target again.
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3 years ago
quote:
Hmmm. You'd need to implement a minimum range for a weapon. Have a mine that spawns from a weapon hit, lasts for very little time (perhaps a single frame), and fires another weapon at a nearby target. The minimum range prevents a "chain" from hitting the same target again.

You still have to do something about collision detection though; a weapon fired from inside some hostile unit is going to hit that same unit.
+1 / -0
repurposed unit abominations made from claws sounds like dark science to me
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3 years ago
I think it might be easier to just do it with lua. use Script.SetWatchWeapon and addon.ProjectileDestroyed to detect when the projectile hits something, then use Spring.GetUnitNearestEnemy and Spring.GetUnitPosition to find if and where to chain to, then rinse and repeat.

This also get around the problem of the lighning chaining between 2 targets constantly, but has the problem of having the drawn the lighting effect, which might be problematic.

of course, theres plenty of spots in this where it could screw up and turn the chaining weapon into a cheeseburger with ham.
+1 / -0


3 years ago
AUrankStuff there is still this problem:
quote:
You still have to do something about collision detection though; a weapon fired from inside some hostile unit is going to hit that same unit.

Relatedly, weapons hit the surface of units rather than the center. This will have a big impact on how chaining looks.
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quote:
You still have to do something about collision detection though; a weapon fired from inside some hostile unit is going to hit that same unit.

That could be addressed by the weapon being penetrating (like gauss) while also limiting the range according to target (like starlight relay). Damage could either be singlehit on collision, or burnblow on explosion.
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