all the guns have this I think, well atleast all the infantry ones. they have fall off distances where at certain distance their effectiveness goes down. kind of like the scout rifle, except the script in 2.25 clearly showed the distance being 5000, which was more than anything else. So this can be done with tank weapons.
It's only possible with MGs. Doing it with cannons, ML, GL or artillery cannons would require substantial extra coding support, as they aren't hitscan.
Substantial, Why? The shot doesn't know how far it traveled? It doesn't know how much dmg its going to do? Im not being an ass here, im really asking because I thought the shot knew those things when it registered an impact on players. So it would be a simple small addendum to the code to add falloff if it wasn't already capable.
For cannons you don't need to, just make it not go very far. Basically make a demolisher cannon. http://wh40k.lexicanum.com/mediawiki/images/c/cb/SMVindicator.jpg
Since it's mounted on the M4 Sherman modification called "crocodile" and it's an USArmy tank of WWII it's actually not a flammenwerfer. It's a Flamethrower. It throws flames. Correct Flection of "werfen" would be "wirft" in this case. Salvos suck.
lol i wouldnt want to be riding inside that M4 when it gets blown up by a tiger tank from outside the M4's effective range. with all that fuel and explosive ordinance on board..
lololo like thats gonna make any difference being that you are in an armored box with an explosive cannon shell piercing trough, anb turning the insides to a pulp if the pressure difference does not get you, the fires and shrapnel will
This is the internet. More importantly, Empires mod forums. Screw your grammar and your naming conventions.