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Author Topic: engineDelay  (Read 2212 times)

xenoargh

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engineDelay
« on: September 18, 2012, 02:15:56 AM »

Hopefully-simple request.  EngineDelay would be the time, in seconds, before a Missile's engine was allowed to turn on.  Until then, the missile is not guided at all.  Would be useful for anime-style missiles and a host of other effects tricks.
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Ghoti

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Re: engineDelay
« Reply #1 on: September 18, 2012, 09:10:09 AM »

Yah. I have uses for this as well.

Would make for a good hook shot missile.
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ClosetGoth

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Re: engineDelay
« Reply #2 on: September 18, 2012, 07:36:27 PM »

This. This would probably be a simple thing to code, but would add just another touch of realism to the game. And, it might allow for some interesting weapons. PROTIP: Delays make everything better (except IRL). I could foresee having a bomb that launches out missiles that spin very quickly, then turn on their engines and fly off in all sorts of directions, or end up spreading out before tracking a target. I think it would also allow for a cooler way to make the second stage of the MIRV, as well.
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xenoargh

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Re: engineDelay
« Reply #3 on: September 19, 2012, 04:16:13 PM »

Yeah, there are lots of potential uses for this.  For a hook-shot missile, in theory you can just code up a projectile with no acceleration / deceleration and a fairly big detect radius to activate the "second stage", but it wouldn't perform as expected once the distance < detection radius, and I'd like to have a time-delay that stayed constant, for both visual and gameplay reasons, since I'm already doing a lot of whacky stuff :)
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Sproginator

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Re: engineDelay
« Reply #4 on: September 19, 2012, 04:18:00 PM »

Agreed
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