But I was tinkering around with the laser primitive and I wanted to interject some of that primitive's properties into the napalm portion of the .xml (for an experiment). (my edit doesn't work)
<nomuzzleflash/> <totaltime>8</totaltime> ((to this)) or perhaps (6)
The desired effect should create napalm that is not fired as a missle but instead streamed out of a tank's "Barrel". Which would properly reflect the way napalm is used in combat involving tanks.
Am I correct in thinking that this could be changed in a future release?
It may be an effect that looks a little bit more realistic "In Game".
Can anyone please get this into a .xml file and try it to see how it looks?
Also can you post it here, So I may try it myself?
I think that upon reading the original post, you don't understand what I mean by the effects. Everything would be the same but instead of seeing the (large missle) being fired... you would see the flames in an arc to the target (not missle style) but a burning arc of flame to the target.
So insted of the fire/ smoke trail that leaves your barrel upon shooting... you will see about a 6 second trail of fire/smoke.
When napalm is dropped from an aircraft it's in bomb form. When it's deployed from a tank it's dispersed in a stream under pressure. The properties of the weapon would not be changed. The visual effect would be different.
<nomuzzleflash/>
<totaltime>1</totaltime> when the <totaltime>value</totaltime> tag is amped up... the laser glows for the value set upon it...
Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
It sounds like Apollo is more looking for a flamethrower type weapon with a napalm finish.
Sounds cool but I don't see the game being able to do this just yet.
1. You want the tank to shoot flames/fire. 2. You want the flames to arc like a normal weapon with no collision on a shield 3. I think it would be more like a normal weapon that doesn't pass thought a shield(Wonder how this type of weapon would react to a reflective shield, with normal weapon collision, since it wouldn't pass though the shield.)
Yes I was seeking that the napalm dispensed in flame thrower fashion. So you wouldn't see a missle just a rolonged: flame trail (with a bit of smoke too).
I didn't see it in the "to do" though, and I'll admit that it's something that I don't browse. Since Gavin didn't comment on this thread, I took it for granted after other comments on (this xml thread), that it was embedded in the source code rather than the xml.
Ahh, a flamelife variable would be exactly what I was seeking out.
I'm not asking for anything other than that. I wouldn't expect it to stick to shields. Even though we know that napalm does stick to.... well that's a cruel saying if you know where I'm coming from.
The shield bounce that occurs does defy physics though. Has this ever happened to you?
At about 600 range have you ever fired at a shielded player using about 640 power at 51 Degrees elevation to watch that missile bounce off and regain its already expended potential energy? Where it's total distance may be upwards of 1000 distance?
That's one hell of a bounce isn't it?
Or was it just me imagining things?
Joined: Thu Jan 08, 2004 1:32 am Posts: 2923 Location: Ohio, US
That's the effect of the force shield. It's suppose to do that. It bounces the projectile back therefore having a small chance of killing yourself.
I did a little bit of experimenting with that flame trail. Perhaps some of this will be useful to you.
As you can see I have it set to "20" and the effect is shown in the screen. Tinker it to your desire though. Don't forget to add the line to both napalms.
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