Search found 2284 matches
- 18 Dec 2014, 12:14
- Forum: Art & Modelling
- Topic: Random WIP 2014+
- Replies: 303
- Views: 117970
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 :...
- 11 Jul 2014, 08:48
- Forum: Art & Modelling
- Topic: Random WIP 2014+
- Replies: 303
- Views: 117970
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...
- 09 Jun 2014, 15:10
- Forum: Off Topic Discussion
- Topic: Non-Spring Random WIP
- Replies: 243
- Views: 99267
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
Been playing a game called Rawbots recently, managed to make myself a working mono-cycle
- 26 Mar 2014, 11:17
- Forum: Game Development
- Topic: Reclaim doesnt work.
- Replies: 9
- Views: 2723
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.
- 18 Nov 2013, 09:43
- Forum: Game Development
- Topic: Idiotic spring attack behavior
- Replies: 39
- Views: 6991
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.
- 17 Nov 2013, 05:00
- Forum: Game Development
- Topic: Idiotic spring attack behavior
- Replies: 39
- Views: 6991
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?
- 20 Jun 2013, 08:41
- Forum: Game Development
- Topic: [CEG] Make a particle appear and rotate in place
- Replies: 3
- Views: 1681
Re: [CEG] Make a particle appear and rotate in place
simple solution: make it move veeeeeeeeery slowly.
- 12 Jun 2013, 11:04
- Forum: Art & Modelling
- Topic: smoth's junk.
- Replies: 728
- Views: 231756
Re: smoth's junk.
so 22 pages of thread, and still no pictures of smoth's junk.
Son, I am dissapoint.
Son, I am dissapoint.
- 31 May 2013, 12:00
- Forum: Art & Modelling
- Topic: smoth's junk.
- Replies: 728
- Views: 231756
Re: smoth's junk.
I'd be more tempted to leave per-unit customizing for special/hero type units, not for the redshirt army.
- 31 May 2013, 11:23
- Forum: Game Development
- Topic: "Playing SimCity"
- Replies: 51
- Views: 15845
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...
- 17 Apr 2013, 09:04
- Forum: Game Development
- Topic: Airhoverfactor issues
- Replies: 7
- Views: 2499
Re: Airhoverfactor issues
afaik they always moved up and down slightly
- 01 Apr 2013, 12:09
- Forum: Game Development
- Topic: MissileLauncher and Accuracy/Sprayangle
- Replies: 13
- Views: 3775
Re: MissileLauncher and Accuracy/Sprayangle
the 'dance' tag should work
- 31 Mar 2013, 11:28
- Forum: Art & Modelling
- Topic: smoth's junk.
- Replies: 728
- Views: 231756
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...
- 30 Mar 2013, 01:18
- Forum: Art & Modelling
- Topic: smoth's junk.
- Replies: 728
- Views: 231756
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.
- 12 Mar 2013, 09:01
- Forum: Lua Scripts
- Topic: Weapon - units question?
- Replies: 11
- Views: 3123
Re: Weapon - units question?
100% possible, and relatively easy (I have something that does exactly this lying around someone)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.
- 11 Nov 2012, 11:12
- Forum: Art & Modelling
- Topic: Time of War - modelling buildings and walkers
- Replies: 27
- Views: 8241
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)
- 20 Oct 2012, 12:29
- Forum: Game Development
- Topic: Different range for different target categories?
- Replies: 9
- Views: 3627
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.
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.
- 19 Oct 2012, 02:32
- Forum: Game Development
- Topic: Different range for different target categories?
- Replies: 9
- Views: 3627
Re: Different range for different target categories?
Bump for new info in previous post.
- 18 Oct 2012, 23:46
- Forum: Art & Modelling
- Topic: Blender->Spring Feature script
- Replies: 45
- Views: 12851
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)
- 18 Oct 2012, 20:50
- Forum: Lua Scripts
- Topic: fire state, move state and other toggle commands
- Replies: 11
- Views: 2555
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]....