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by Pressure Line
18 Dec 2014, 12:14
Forum: Art & Modelling
Topic: Random WIP 2014+
Replies: 303
Views: 113848

Re: Random WIP 2014+

Namely, for coordinates, the X of which is an integer multiple of noiseScale, the function mapClouds returns values too close to zero for comfort (that is, for lighting to not fuckup the scene). And i'm having issues figuring this out. >.< Might have to just use (expensive) fully procedural noise :...
by Pressure Line
11 Jul 2014, 08:48
Forum: Art & Modelling
Topic: Random WIP 2014+
Replies: 303
Views: 113848

Re: Random WIP 2014+

a monsters head.. i may not have used your system, but i took your idea, and well .. its creepy what you can get with a few pieces recombined at random.. Here is one a a 18! combinations Flying Mountains.. the Mother of Mercy rips them from the ground and floats them over enemy stuff, where they dr...
by Pressure Line
09 Jun 2014, 15:10
Forum: Off Topic Discussion
Topic: Non-Spring Random WIP
Replies: 243
Views: 89864

Re: Random WIP 2014+

Always with the cock-guns rattle?

Been playing a game called Rawbots recently, managed to make myself a working mono-cycle :shock:
Image
by Pressure Line
26 Mar 2014, 11:17
Forum: Game Development
Topic: Reclaim doesnt work.
Replies: 9
Views: 2628

Re: Reclaim doesnt work.

That and no-one uses '1' as the workertime anyway. Much better to use ~100, then balance the reclaimtime of your features if required.
by Pressure Line
18 Nov 2013, 09:43
Forum: Game Development
Topic: Idiotic spring attack behavior
Replies: 39
Views: 6837

Re: Idiotic spring attack behavior

If you do it in AimWeapon you can avoid the sillyness of it pointing its gun at the enemy, but not shooting. If you stop it from ever traversing/elevating its gun, it makes it clear that it is totally ignoring the other targets in favor of the user-supplied target.
by Pressure Line
17 Nov 2013, 05:00
Forum: Game Development
Topic: Idiotic spring attack behavior
Replies: 39
Views: 6837

Re: Idiotic spring attack behavior

If you are using Lua unit scripts couldnt you just do a check in AimWeaponX to see if the intended target is the target with the user-generated Attack command? And if it is not, just don't let it aim/shoot?
by Pressure Line
20 Jun 2013, 08:41
Forum: Game Development
Topic: [CEG] Make a particle appear and rotate in place
Replies: 3
Views: 1612

Re: [CEG] Make a particle appear and rotate in place

simple solution: make it move veeeeeeeeery slowly.
by Pressure Line
12 Jun 2013, 11:04
Forum: Art & Modelling
Topic: smoth's junk.
Replies: 728
Views: 209906

Re: smoth's junk.

so 22 pages of thread, and still no pictures of smoth's junk.

Son, I am dissapoint.
by Pressure Line
31 May 2013, 12:00
Forum: Art & Modelling
Topic: smoth's junk.
Replies: 728
Views: 209906

Re: smoth's junk.

I'd be more tempted to leave per-unit customizing for special/hero type units, not for the redshirt army.
by Pressure Line
31 May 2013, 11:23
Forum: Game Development
Topic: "Playing SimCity"
Replies: 51
Views: 14975

Re: "Playing SimCity"

I did have the thought of creating a non-combat RTS that is all about resource/people (in the form of morale) management and base-building. I did a bit of preliminary work about 6 months ago, and have recently thought of a way around a few stumbling blocks. is it something people are actually intere...
by Pressure Line
17 Apr 2013, 09:04
Forum: Game Development
Topic: Airhoverfactor issues
Replies: 7
Views: 2435

Re: Airhoverfactor issues

afaik they always moved up and down slightly
by Pressure Line
01 Apr 2013, 12:09
Forum: Game Development
Topic: MissileLauncher and Accuracy/Sprayangle
Replies: 13
Views: 3615

Re: MissileLauncher and Accuracy/Sprayangle

the 'dance' tag should work
by Pressure Line
31 Mar 2013, 11:28
Forum: Art & Modelling
Topic: smoth's junk.
Replies: 728
Views: 209906

Re: smoth's junk.

blah blah blah Nope. Sorry mate but no. Maybe desert valley or cooked well but stuff like gantelope, river nix or anything like that where there are many colors, a random pixel selection is clumbsy. Doesn't matter, I am not doing it. It doesn't matter what "great" idea you have, this is t...
by Pressure Line
30 Mar 2013, 01:18
Forum: Art & Modelling
Topic: smoth's junk.
Replies: 728
Views: 209906

Re: smoth's junk.

Its should be easy enough to randomly select a few dozen pixels of the map texture at game start and obtain an average RGB value for the map, then use that value to determine what colour scheme to use. Easy to also add a user override to force it to be a certain scheme.
by Pressure Line
12 Mar 2013, 09:01
Forum: Lua Scripts
Topic: Weapon - units question?
Replies: 11
Views: 3040

Re: Weapon - units question?

Google_Frog wrote:With this in mind I think you could achieve weapon swapping by making the primary weapon a dummy weapon which exists to set a unit's closing distance.
100% possible, and relatively easy (I have something that does exactly this lying around someone)
by Pressure Line
11 Nov 2012, 11:12
Forum: Art & Modelling
Topic: Time of War - modelling buildings and walkers
Replies: 27
Views: 8142

Re: Time of War - modelling buildings and walkers

Same place you would have the joints on a skeletal mesh model (knees ankles and hips on the legs etc)
by Pressure Line
20 Oct 2012, 12:29
Forum: Game Development
Topic: Different range for different target categories?
Replies: 9
Views: 3504

Re: Different range for different target categories?

I wanna do it for shits and giggles

i did write a gadget to add a ui button to select a range for a unit, but yeah, easiest to use a fake weapon1 imo.
by Pressure Line
19 Oct 2012, 02:32
Forum: Game Development
Topic: Different range for different target categories?
Replies: 9
Views: 3504

Re: Different range for different target categories?

Bump for new info in previous post.
by Pressure Line
18 Oct 2012, 23:46
Forum: Art & Modelling
Topic: Blender->Spring Feature script
Replies: 45
Views: 12675

Re: Blender->Spring Feature script

I stand corrected. Although its still *pointless* to have multiple pieces for a feature, because its not like you can animate it (as you mentioned earlier knorke)
by Pressure Line
18 Oct 2012, 20:50
Forum: Lua Scripts
Topic: fire state, move state and other toggle commands
Replies: 11
Views: 2486

Re: fire state, move state and other toggle commands

when I want to find out the fire mode of a unit I use: GetUnitStates(unitID)["firestate"] which returns 1 or 2 or 3. This I use to get the mode of the FIRE_STATE command. in my own ICON_MODE commands I use local spreadCMD = CMD["FSPREAD"] GetUnitCmdDescs(unitID, spreadCMDID)[1]....

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