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Changes between Version 2 and Version 3 of ~archive/ADM


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Timestamp:
Nov 28, 2007, 1:08:47 AM (16 years ago)
Author:
landauf
Comment:

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  • ~archive/ADM

    v2 v3  
    4646- Since we've experienced troubles with the turret turning left/right and up/down simultaniously, we had to adjust this function, so that the turret can only be placed vertically. This has to be declared in the XML file with the setting (type), which can be `floor` or `ceil`. In the XML file, there must also be the coordinates of the turret, the target, and specifications for the weapon.
    4747
    48 - It is suggested to just copy/paste the relative coordinates and the models, if the turret is not scaled. Otherwise the relative coordinates and the AddPoint-Values (needed for the "MuzzleFlash") must be adjusted by the scale factor in the XMLfile. The Weapon (Bsp_Weapon) has the values "Range" (if within, the Player is "seen"), "SetDamage" (Life Energy that is taken from Target, if hit), "FireRate" (persec) and a value "AlwaysHit". If "AlwaysHit" is set false, the turret "misses" the target with a probability depending on range and distance between Turret and Target (probability: p[d=range] = 0, p[d=0] = 1).
     48- It is suggested to just copy/paste the relative coordinates and the models, if the turret is not scaled. Otherwise the relative coordinates and the !AddPoint-Values (needed for the "!MuzzleFlash") must be adjusted by the scale factor in the XMLfile. The Weapon (Bsp_Weapon) has the values "Range" (if within, the Player is "seen"), "!SetDamage" (Life Energy that is taken from Target, if hit), "!FireRate" (persec) and a value "!AlwaysHit". If "!AlwaysHit" is set false, the turret "misses" the target with a probability depending on range and distance between Turret and Target (probability: p[d=range] = 0, p[d=0] = 1).