Rapid Fire
by Todd Johnson · in Torque Game Engine · 12/29/2004 (7:12 pm) · 5 replies
Any idea how I could implement rapid fire? Would I just increase the fire/reload timeouts? I'd want to turn it on and off (an ability). How could I accomplish this?
#3
12/29/2004 (11:32 pm)
Just in case you're interested in fast firing sound issue (all audio channels filled up)
#4
12/30/2004 (3:58 am)
Those are good references but unfortunately I don't think they fully address what I would like. I have a weapon that fires say 5 bullets a second. Well lets say I magically gained an ability that let me fire 10 bullets a second for some duration of time. I tried to change the timeouts when this ability occurs but for some reason it's not having any effect.
#5
12/30/2004 (8:33 am)
The datablock changes aren't getting propagated over the network, most likely. This is the sort of thing you could probably do in the C++ pretty easily, by adding a ghost mask and an extra field in ShapeBase to store a temporary modification to the datablock values. RTSUnitModifiers in the RTS pack work along similar lines to what you'd want to do.
Torque Owner Stefan Lundmark