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 Post subject: Re: Journeywar
PostPosted: 23 Aug 2011, 22:17 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
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=EVeSA9xkufQ&feature=player_embedded


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 Post subject: Re: Journeywar
PostPosted: 25 Aug 2011, 23:11 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
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..


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 Post subject: Re: Journeywar
PostPosted: 27 Aug 2011, 22:30 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Code:
---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..
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 Post subject: Re: Journeywar
PostPosted: 28 Aug 2011, 19:25 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
PicassoCT wrote:
were is this wrong?
unknown error is unknown: description not vague enough!
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 Post subject: Re: Journeywar
PostPosted: 28 Aug 2011, 19:32 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
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.
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 Post subject: Re: Journeywar
PostPosted: 28 Aug 2011, 19:36 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Image
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 Post subject: Re: Journeywar
PostPosted: 28 Aug 2011, 21:06 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
No idea what i exactly did, that it suddenly worked!

But im glad it does.
Image

Happy Citadelly Blow Up Day!


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 Post subject: Re: Journeywar
PostPosted: 29 Aug 2011, 02:48 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
http://www.youtube.com/watch?v=xEs4pxXA5mU
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 Post subject: Re: Journeywar
PostPosted: 29 Aug 2011, 21:36 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Liking your progress there =) keep up the good work!
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 Post subject: Re: Journeywar
PostPosted: 29 Aug 2011, 22:07 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
AF wrote:
Liking your progress there =) keep up the good work!


thx, guys like you keep me going :D
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 Post subject: Re: Journeywar
PostPosted: 30 Aug 2011, 17:55 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
http://www.youtube.com/watch?v=5ghPpDPtKcE


STRIDERS!

are definatly to weak.. how many seconds did he fight theat headcrab again?
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 Post subject: Re: Journeywar
PostPosted: 30 Aug 2011, 19:49 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
im Memoria of a great team, and great games.

http://www.youtube.com/watch?v=XetKt9lRFyg&feature=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.
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 Post subject: Re: Journeywar
PostPosted: 31 Aug 2011, 01:42 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
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:
   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
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 Post subject: Re: Journeywar
PostPosted: 31 Aug 2011, 03:20 
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
You're moving in a positive direction with a negative speed? :wink:
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 Post subject: Re: Journeywar
PostPosted: 31 Aug 2011, 11:13 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
pieces doing the moonwalk! Thanks, finally i can make some headcrabway with the artillery...
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 Post subject: Re: Journeywar
PostPosted: 31 Aug 2011, 15:51 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
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
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 Post subject: Re: Journeywar
PostPosted: 31 Aug 2011, 19:24 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
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.


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 Post subject: Re: Journeywar
PostPosted: 01 Sep 2011, 02:12 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: Never go full Retro-ard! You just don't do it.
Not the best walking script ever but it walks...


Image


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 Post subject: Re: Journeywar
PostPosted: 01 Sep 2011, 06:38 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
legs only bend at the knees?
still looks quite good at that scale.
also like the lasers on the turrets.
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 Post subject: Re: Journeywar
PostPosted: 01 Sep 2011, 07:20 
Spring Developer
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Joined: 22 Sep 2007, 08:51
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.
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