However:
I changed the timer system from the one in the framework Prophet worked up for me, to one that suited the purpose better....and it does.
I just do not know what goes next to actually trigger OFF the timer. I can do a syscreateweaponfire...but not the bit that fires THAT. I've done a little poking around the wiki looking for it, but I'm not good at understanding code.
So...where I've left a note in the following code, what do I need to insert to fire off a sysCreateWeaponFire on itLampreyBlast?
(So far as I know, the rest of the code is *reasonably* ok. No assurances, though..so I'm including EVERYTHING)
Code: Select all
<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
[
<!ENTITY itLampreyLauncher "0xDC4E7040">
<!ENTITY ovLampreyStrike1 "0xDC4E7041">
<!ENTITY itLampreyBlast1 "0xDC4E7042">
<!ENTITY itMod1Lamprey "0xDC4E7043">
]>
<TranscendenceExtension UNID="0xDC4E7040" version="1.0">
<ItemType UNID="&itLampreyLauncher;"
name= "Lamprey launcher"
level= "7"
value= "50000"
mass= "3500"
frequency= "uncommon"
modifiers= "MajorItem; Lamprey Launcher"
description= "Lamprey missiles attach to a target, rather than detonating on proximity."
>
<Image imageID="&rsItems1;" imageX="0" imageY="480" imageWidth="96" imageHeight="96"/>
<Weapon
fireRate= "50"
powerUse= "1000"
launcher= "true"
>
<Missiles>
<Missile ammoID="&itMod1Lamprey;"
type= "missile"
lifetime= "120"
damage= "kinetic:1d10; momentum4; WMD5"
missileSpeed= "60"
hitPoints= "10"
stealth= "5"
maneuverability= "4"
directional= "true"
sound= "&snMissileLauncher;"
vaporTrailLength="16"
vaporTrailWidth="110"
vaporTrailWidthInc="5"
vaporTrailColor="0xd0, 0xd0, 0xd0"
>
<Effect>
<Image imageID="&rsStdMissile1;" imageX="0" imageY="0" imageWidth="32" imageHeight="32" rotationCount="40"/>
</Effect>
<HitEffect
sound="&snArmorHit1;"
>
</HitEffect>
</Missile>
</Missiles>
</Weapon>
<Events>
<OnDamageArmor>
(block Nil
;; change the overlay type here
(objAddOverlay
gSource
&ovLampreyStrike1;
aHitPos
(modulo (add aHitDir 180) 360)
)
; Return full damage
aDamageHP
)
</OnDamageArmor>
</Events>
</ItemType>
;; Overlay
<OverlayType UNID="&ovLampreyStrike1;"
>
<Effect>
<Image imageID="&rsPteravoreClawOverlay;" imageWidth="32" imageHeight="32" rotationCount="40"/>
</Effect>
;; placeholder damage graphic
<HitEffect
sound= "&snArmorHit1;"
>
<ParticleExplosion
particleCount= "2d4"
particleSpeed= "25"
particleLifetime= "20"
>
<Image imageID="&rsPteravoreDebris;" imageWidth="12" imageHeight="12" imageFrameCount="8" imageTicksPerFrame="3"/>
</ParticleExplosion>
</HitEffect>
<Events>
<OnCreate>
(sysAddObjTimerEvent 5 gplayership "Detonate")
</OnCreate>
<!--Break
Insert Functional Timer here, there, or anywhere that works.
End of break--->
</Events>
</OverlayType>
<ItemType UNID="&itLampreyBlast1;"
name= "Mod.1 Lamprey Explosion"
virtual= "true"
level= "5"
>
<Weapon
type= "radius"
firerate= "1000"
damage= "blast:2d21+23; momentum6; WMD7"
canhitsource= "true"
minRadius= "1"
maxRadius= "7"
missileSpeed= "0"
>
<Effect>
<Flare
style= "fadingBlast"
radius= "170"
primaryColor= "0xff, 0xff, 0xf0"
lifetime= "8"
/>
</Effect>
</Weapon>
</Itemtype>
<ItemType UNID="&itMod1Lamprey;"
name= "Mod.1 Lamprey missile"
level= "5"
value= "200"
mass= "100"
frequency= "uncommon"
numberAppearing= "3d10"
modifiers= "Consumable; Missile; Lamprey"
description= "The Mod.1 Lamprey detonates 10 seconds after impact, allowing for easier hit-and-run attacks."
sortName= "Messenger.30"
>
<Image imageID="&rsItems1;" imageX="0" imageY="96" imageWidth="96" imageHeight="96"/>
</ItemType>
</TranscendenceExtension>