So here's the situation: My map has vehicles which will have up to 6 turrets attached to them. These turrets are configurable so you can buy weapons and attach them to the different turrets. I am using a trigger and dialog system to do this. The turrets are model additions directly on the unit, not trigger attached units of their own. The result is one unit could have up to 6 of the same weapon if the player chooses to buy and equip 6 of them.
As far as I know adding multiple instances of the same weapon to a unit does nothing, and even if it did I need each of these weapons to fire from and use the specific turret they are mounted on. I know I can do this by making multiple copies of each weapon, ex Heavy Machine Gun 1-6 and just add the weapons depending on which turret the player equips the weapon. But as I am planning possible upgrades (3 levels) this means each usable weapon will actually need 6*3=18 data weapons. Seems pretty inefficient, does anyone know a better way?
I don't see why would you need to clone the weapons for each upgrade, upgrades are made in such a way that you can change pretty much any data field. Need to change the model? upgrades can do that, change the damage? cooldown? what ever your heart desires.
Now Site Operations i don't know if you can modify with upgrades. Actors can be made in such a way that if you cant edit them with upgrades (never tried myself so i don't really know) at least you can validate the options.
Ahh I should of been more clear, for the upgrades its an independent thing per weapon, for example; you buy MG lvl 1, you can upgrade it to lvl 2 then 3. If you want another you need to buy another MG lvl 1 then upgrade that one to 2 then 3 as well, it's not a collective thing like normal game upgrades.
do it with behaviors and a switch effect on the weapons. let's say weapon A on slot N gets upgrade 3 whereas weapon A on slot N+1 gets upgrade 2.
just add a buff per slot called SlotN_3 and SlotN+1_2. since you are having different weapons for different slots this should work out.
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So here's the situation: My map has vehicles which will have up to 6 turrets attached to them. These turrets are configurable so you can buy weapons and attach them to the different turrets. I am using a trigger and dialog system to do this. The turrets are model additions directly on the unit, not trigger attached units of their own. The result is one unit could have up to 6 of the same weapon if the player chooses to buy and equip 6 of them.
As far as I know adding multiple instances of the same weapon to a unit does nothing, and even if it did I need each of these weapons to fire from and use the specific turret they are mounted on. I know I can do this by making multiple copies of each weapon, ex Heavy Machine Gun 1-6 and just add the weapons depending on which turret the player equips the weapon. But as I am planning possible upgrades (3 levels) this means each usable weapon will actually need 6*3=18 data weapons. Seems pretty inefficient, does anyone know a better way?
Thanks
I don't see why would you need to clone the weapons for each upgrade, upgrades are made in such a way that you can change pretty much any data field. Need to change the model? upgrades can do that, change the damage? cooldown? what ever your heart desires.
Now Site Operations i don't know if you can modify with upgrades. Actors can be made in such a way that if you cant edit them with upgrades (never tried myself so i don't really know) at least you can validate the options.
Ahh I should of been more clear, for the upgrades its an independent thing per weapon, for example; you buy MG lvl 1, you can upgrade it to lvl 2 then 3. If you want another you need to buy another MG lvl 1 then upgrade that one to 2 then 3 as well, it's not a collective thing like normal game upgrades.
do it with behaviors and a switch effect on the weapons. let's say weapon A on slot N gets upgrade 3 whereas weapon A on slot N+1 gets upgrade 2. just add a buff per slot called SlotN_3 and SlotN+1_2. since you are having different weapons for different slots this should work out.