Dropping a weapon

Hi all,
Two questions:

1. I have an enemy that can switch to a weapon stance with weaponframe. I would like this enemy to randomly be able to drop that weapon without being hit and return to its base state. Is there an easy way to do that?
2. What's the easiest way to design a homing projectile? I have a basic one working using repeated uses to the target function, but it's clunky.

Thanks
 
1. I have an enemy that can switch to a weapon stance with weaponframe. I would like this enemy to randomly be able to drop that weapon without being hit and return to its base state. Is there an easy way to do that?

The drop weapon and return to base model could be done easily with script. The randomly be able to drop part might be tricky cause you need to define when exactly the enemy could randomly do that.

2. What's the easiest way to design a homing projectile? I have a basic one working using repeated uses to the target function, but it's clunky.

Well, that's what target function is for. It's to direct entity toward opponent aka to home to opponent. So why it's so clunky? can you show us how you have declared the function?
 
Sorry for the delay; was traveling. I've solved the second one by just iterating more finely, and it looks much better now (not sure what the computational load is, but it seems fine so far).
For the first, I couldn't find any documentation on the supposedly native dropweapon() function.
To use it, do you just stick it in a given animation as dropweapon 3 (for instance, for weapon number 3?) I haven't managed to get it to work.
 
To use it, do you just stick it in a given animation as dropweapon 3 (for instance, for weapon number 3?) I haven't managed to get it to work.
There's no such function in the engine. It would have to be something user defined, in which case you'll need to get it from them first.

DC
 
I just realized that you can use weaponframe to revert to the base model. I didn't think models with "type None" could transition back to "type enemy" that way. Problem solved. Thanks.
 
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