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ForumsCog Forum → Lob Fire Command
Lob Fire Command
2004-02-22, 12:50 PM #1
I need a trap cog that automatically targets a walkplayer using a lob fire-action. (such as the thermal det reeyees in level 2).
The trap should fire from a ghost object (1 object) when another ghost object has sight of the player (to make the effect of lobbing fire over a small hill)...

Additionally, it should never deactivate but always be active from the beginning.

I could do it if it was an enemy using AI, but cog is another story (the trap should calculate a trajectory to hit the player (they will be different depending on the player's position), not like dropping TDs or anything. AI lobfire command does this right. But cog? Any ideas?

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nil nip nada zip zero naught lip zil
This is retarded, and I mean drooling at the mouth
2004-02-22, 9:44 PM #2
How about an invisable Reeyee, with no sound, and the AI turns on only when you want to...
Or, have the ghost rotate, and a little force tagetting thingy where... EG.
Ghost rotates... Spots Player, targeted, continue rotating until target is in the middle, and then FireProjectile(ghost,grenade,-1,-1,'0 0 0','0 0 0',distance,0x1,0,0);

Hope this gives you an idea on what to do. If not, then... Next person!
Edward's Cognative Hazards
2004-02-23, 1:32 PM #3
Thats interesting, an invisible actor-thingy with certain actor flags where it cannot move. How would I make it so it wouldn't die?

Here's an easier question:
is LobFire possible through cog? is seems like all cog weapons are either linear or dropped, not trajectories

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nil nip nada zip zero naught lip zil
This is retarded, and I mean drooling at the mouth
2004-02-23, 6:47 PM #4
In Chaos Eternal there were lob-fire gran that were dead-on. I'd check out the cog from that.

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