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Re: Journeywar

Posted: 23 Aug 2011, 23:17
by PicassoCT
man, lua is simple. lol of me beeing afraid of that.

Also, the more you get into it, the more you get to see the workhours others invested before you. Makes you sort of small. Insignificant.

http://www.youtube.com/watch?v=EVeSA9xk ... r_embedded

Re: Journeywar

Posted: 26 Aug 2011, 00:11
by PicassoCT
true fandom, what is true fandom?

True fandom is summer. True fandom is heat. Unbearable heat. Inside the house. Outside of the house. True fandom is no air conditioning. True fandom is playing hl2, on the high settings, with 50 degrees graphicard heat. True fandom is firing and aiming although your arms are like glued by sweat to the desk.

True fandom is wishing for Episode 3 to cool off.

Peeps dont know from this screenshot about my working explosion_texture (all i had to do was to replace the springish ones).. and about my working burst gun with soundfile.
Image

Next is the sniper, and i need zombies for testing purposes.
The sniper is going to get two weapons, one only for show (the blue lazzorz, the second is a near invisble small plasma cannonball, that deals the actual damage and pushes the target slightly backwards..

Re: Journeywar

Posted: 27 Aug 2011, 23:30
by PicassoCT

Code: Select all

---http://springrts.com/wiki/Weapon_Variables#Cannon_.28Plasma.29_Visuals
local weaponName = "sniper"
local weaponDef = {
   name                    = [[sniper]]",
   weaponType              = "BeamLaser (beamlaser=1)",
   accuracy           = 700,
  
  areaOfEffect       = 32,
  avoidFriendly      = true,
  beamTime           = 1,
  beamWeapon         = true,
  --burnblow           = true,
  --cegTag             = "beamrifle_trail",
  collideFriendly    = false,
  --craterMult         = 0,
  --explosionGenerator = "custom:zapImpact",

  --impulseFactor      = 0,
  --largeBeamLaser     = false,
  lineOfSight        = true,
   --name               = "Beam Gun",
  noSelfDamage       = true,
  range              = 800,
  reloadtime         = 0,
  renderType         = 1,
  smokedelay         = "1",
  soundHit           = "csniper",
  soundStart         = "null",
  startsmoke         = "1",
  texture1           = "gunshot",
  texture2           = "NULL",
  texture3           = "NULL",
  texture4           = "NULL",
  thickness          = 0.15,
  tolerance          = 200,
  turret             = true,
  weaponTimer        = 0.8,
  weaponVelocity     = 700,
  customparams = {

  damage = {
    default            = 0,
			},

		  }
		
return lowerkeys({[weaponName] = weaponDef})
were is this wrong? copy paste didnt work out..

Re: Journeywar

Posted: 28 Aug 2011, 20:25
by knorke
PicassoCT wrote:were is this wrong?
unknown error is unknown: description not vague enough!

Re: Journeywar

Posted: 28 Aug 2011, 20:32
by PicassoCT
Is this the monthly knorke inspection? It is unexpected...

However if i learned one thing, no matter if the ask for help is accurate, or spot-on, you dont get any anyway. So forget about it.

Re: Journeywar

Posted: 28 Aug 2011, 20:36
by knorke
Image

Re: Journeywar

Posted: 28 Aug 2011, 22:06
by PicassoCT
No idea what i exactly did, that it suddenly worked!

But im glad it does.
Image

Happy Citadelly Blow Up Day!

Re: Journeywar

Posted: 29 Aug 2011, 03:48
by PicassoCT

Re: Journeywar

Posted: 29 Aug 2011, 22:36
by AF
Liking your progress there =) keep up the good work!

Re: Journeywar

Posted: 29 Aug 2011, 23:07
by PicassoCT
AF wrote:Liking your progress there =) keep up the good work!
thx, guys like you keep me going :D

Re: Journeywar

Posted: 30 Aug 2011, 18:55
by PicassoCT
http://www.youtube.com/watch?v=5ghPpDPtKcE


STRIDERS!

are definatly to weak.. how many seconds did he fight theat headcrab again?

Re: Journeywar

Posted: 30 Aug 2011, 20:49
by PicassoCT
im Memoria of a great team, and great games.

http://www.youtube.com/watch?v=XetKt9lR ... re=related

It speaks books about the free market, when you consider what great games and companys it killed. Any market is only as good as the idiots who participate on it. Therefore - no market is good.

Re: Journeywar

Posted: 31 Aug 2011, 02:42
by PicassoCT
yes, i need advice once again.

when i tell a piece to move. The first piece starts to move. And then never stops. Which is bad looking - and gets murderious if you have artillery whose barrel moves through the bottom spitting death..

Code: Select all

	function script.FireWeapon1()
	    Move (artbarrel3, y_axis, 17, -12)
		WaitforMove (artbarrel3, y_axis)
		 Move (artbarrel2, y_axis, 16, -10)
		WaitforMove (artbarrel2, y_axis)
		 Move (artbarrel, y_axis, 18, -6)
		WaitforMove(artbarrel, y_axis)
		sleep(1200)
		RestorePieces()
		Move (artclaws, y_axis, 0, 6)
        WaitForMove (artclaws, y_axis)
	end

Re: Journeywar

Posted: 31 Aug 2011, 04:20
by FLOZi
You're moving in a positive direction with a negative speed? :wink:

Re: Journeywar

Posted: 31 Aug 2011, 12:13
by PicassoCT
pieces doing the moonwalk! Thanks, finally i can make some headcrabway with the artillery...

Re: Journeywar

Posted: 31 Aug 2011, 16:51
by PicassoCT
Status Report:

The MTW is alpha-armed
The Artillery is alpha-armed
The Strider is alpha-armed
Skinfantry is alpha-armed
Sentry is alpha-armed


test games blow my mind....

never before seen a strider killed by sentrys

Re: Journeywar

Posted: 31 Aug 2011, 20:24
by PicassoCT
well the black guards are doing yoga.. im still puzzled how do a blackinwhite plasmaeffect... liek this
Image


the artillery shells it all.. little mod grows fast..

Image

Also - my game is a spring mod. Just for the helluvit.

Re: Journeywar

Posted: 01 Sep 2011, 03:12
by PicassoCT
Not the best walking script ever but it walks...


Image

Re: Journeywar

Posted: 01 Sep 2011, 07:38
by knorke
legs only bend at the knees?
still looks quite good at that scale.
also like the lasers on the turrets.

Re: Journeywar

Posted: 01 Sep 2011, 08:20
by hoijui
i think it is somehow possible to not flatten the ground for a building, which.. if i remember right, should be no problem if the building is not producing units.
should look better with this turret.