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This has bugged me for a while
Posted: Sat Jul 18, 2009 2:39 am
by Diamondex
How does the Airstrike work? I know how the smoke works, but the actual effect of satchels dropping has confused
me for some time. It may seem like a foolish question, but how is it done?
Re: This has bugged me for a while
Posted: Sat Jul 18, 2009 12:42 pm
by Pyro
The bottle promotes to a projectile group of a bunch of satchel charges. They have a value high enough that they appear from the sky.
Re: This has bugged me for a while
Posted: Sat Jul 18, 2009 3:58 pm
by Jon God
Pyro wrote:The bottle promotes to a projectile group of a bunch of satchel charges. They have a value high enough that they appear from the sky.
A value of?
Re: This has bugged me for a while
Posted: Sat Jul 18, 2009 4:13 pm
by Graydon
What ever happened to looking at the bungie tags?
Try some numbers? 8? 10? 15? 40? 2?
Can't be that hard to experiment with a few incremental values to figure it out.... or mb even, you know, look at the tag, get the number from there?
Re: This has bugged me for a while
Posted: Sun Jul 19, 2009 3:36 pm
by haravikk
In fairness the satchel drop isn't included in Myth 2, so he'd have to go get the tags out of the unity plug-in.
There is however a comparable attack in the form of the 20 deceiver's lightning strike, which is an invisible attack that promotes to lightning about 10 world-units (effective*) in the air.
* I say effective because the value in projectile-groups seems to be less than a world-unit.
Re: This has bugged me for a while
Posted: Sun Jul 19, 2009 4:26 pm
by devSin
Yeah, not everybody can run TagEdit, so you have to extract from Unity first and then hope that the values are the same.
In TFL, the satchel bombs (10-15) are created at 50.0 to 54.0.
If you don't need something that comes from the air, you can also look at the myrkridian giant skull attack (it promotes from a single skull into a group of bombs).
haravikk wrote:There is however a comparable attack in the form of the 20 deceiver's lightning strike, which is an invisible attack that promotes to lightning about 10 world-units (effective*) in the air.
Yeah, and with the 1.4 collection, you get these ugly light-source shadow trails from the Deceiver to Soulblighter even though the lightning is shooting downward (grumble grumble).
haravikk wrote:* I say effective because the value in projectile-groups seems to be less than a world-unit.
Aren't these relative to the source (1.0 for this would be the height of the projectile when it promotes; for a monster, it would be it's own current maximum height; etc.) instead of constant?
Re: This has bugged me for a while
Posted: Sun Jul 19, 2009 4:36 pm
by Baak
Or you can look at Flare Dorfs -- a pluginized version of the ones from Hedgerow. Untag it and you'll get a much smaller bunch of tags (easier to follow).
Re: This has bugged me for a while
Posted: Sun Jul 19, 2009 4:38 pm
by Pyro
devSin wrote:Yeah, not everybody can run TagEdit, so you have to extract from Unity first and then hope that the values are the same.
Use UnTag, everyone should be able to run that. The unity plugs are myth 2 plugs so they use myth 2 values. You can always look into other plugins that might have similar attacks.
The Myrk Giant attack won't do, because he was asking for the sats from the sky instead from the source of one projectile.
Re: This has bugged me for a while
Posted: Sun Jul 19, 2009 11:43 pm
by Diamondex
This question may seem stupid.
What is this value you're talking about?
Re: This has bugged me for a while
Posted: Mon Jul 20, 2009 12:09 am
by Pyro
When you install the latest update and include the fear/loathing, it includes the mapmaking documents. Learn to use Fear.
Re: This has bugged me for a while
Posted: Mon Jul 20, 2009 10:46 am
by devSin
Diamondex wrote:What is this value you're talking about?
In the projectile group the airstrike bottle promotes to, the value is the position (in the vertical space) the satchel bombs are created (count specifies the range appearing, position specifies the random height, and appearance determines the chance of getting created).
So 50-54 picks a number between the two (inclusive, I believe), which is really, really high up in the air (99% of projectiles are created somewhere between 0.0 and 1.0, which is roughly the ground to the top of whatever the group is attached to).
Re: This has bugged me for a while
Posted: Tue Jul 21, 2009 12:06 pm
by Deqlyn
I think 90 or 120 is the highest start value you can go if I remember right from my landlside/meotoer storm in DDAT.
Re: This has bugged me for a while
Posted: Thu Jul 23, 2009 2:51 pm
by Baak
Deqlyn wrote:I think 90 or 120 is the highest start value you can go if I remember right from my landlside/meotoer storm in DDAT.
I recall encountering a 120-ish max in Uber Ghol Riot and other plugins I developed.
Could be that 127 is the actual max (as in the -128 to +127 range of a byte).
Re: This has bugged me for a while
Posted: Wed Jul 29, 2009 12:35 pm
by Deqlyn
I think your right cause I tried to 150 and if you go over it defaults to like 127. And I didnt use 127 cause it wasnt far enough away from 120.