Battletech - Page 12

Battletech

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

What weapon stat system should we base it on?

Poll ended at 26 Sep 2005, 00:17

Tabletop Battletech
10
56%
MW2
3
17%
MW3
3
17%
MW4
2
11%
 
Total votes: 18

User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

thanks fizzy. and yes this is the older mod, i just fixed it up abit. trying to make some kind of CBT spring mod for those eager awaiters of our full awesomely UVed and ammunition heat system scripted mod. how ever feed back for the total battletech beta would be much apreciated so i could fix it up and make it more playable....
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

i dled the .sdz do i need anything else to run the mod?
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

i dont think so. so far no one has any dependancies problems, since it only should need the files spring comes with.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

werid what should it show up as in the mod list?
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

total battletech 1.09
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

the file is 11kb does that make sense? doesn't seem like it to me.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

wow this battletech mod looks great. I really like battle tech. I am too lazzy to read all the pages, but i hope it will be a bit like mech commander, so very few mechs, some tanks and other units and very tactical.
Suggestion: what about taking the sound files from mech commander, so that pilos instead of these mechanic sounds repeat when you click them? Ok perhaps it sucks a bit because spring doesnt supports random sounds so clicking one would always repeat the same sentence, but if one day spring would support that, awesome for this mod :D. Hope it would be not that illegal to take these sounds ;-)
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

j5mello wrote:the file is 11kb does that make sense? doesn't seem like it to me.
The file was damaged. It's around seven megs.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

The mod seems to play fairly well, with one exception...

Why is there Comm Bombing in the Battletech universe? It seems to be even more lethal than the AA version... I had a Barracks, but an explosion took out my commander and I had no constructors or metal mining structures.

Anyway, just the Comm is an issue. Great work thus far.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

good point there is no reason for a heavy commboom, so i geuss i could lower it to a large building explosion instead.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Also, the Clan dropship seems to be bugged. I can't get it to pick up units of any type, thus far...

So, I take it the buildtrees are mostly incomplete, except for the L1? Will there be higher level infantry?
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

what do you mean incomplete?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Well, the L2 Clan air factory has three planes. The L3 has six. That makes no sense - surely there must be more mid-weight planes. Same with the other L2 in comparison to L1 and L3 - though to a lesser extent. I mean, it is playable, but I would think the tech levels would be more even in number - right?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

By the way, I love this mod.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

actually yes, lv2 is a bit small all around, because lv1 was the main base i started way back when and lv is actually 2 weight classes (for those that know CBT) heavy 60-75 tons, and assault 80-100 tons so thats why lv 3 is stacked. but i am actually planning on making more, infact in the next release clan will have 2 more lv2 aerotech and IS 2 more med vehs. so yay
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

That sounds good to me. I've been playing the tabletop this week, and you're certainly getting there... are there naval units yet? I couldn't find them on Clan...
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

no naval untis at all, unless you mean hovercraft...

any how im having a scripting problem for the ammunition reload im trying to set a 50 second timer for the weapon once it runs out heres the code i had but once it runs out it doesnt reload...

Code: Select all

ReloadLRM() // Reloads ammo after a certain delay of being out of ammo
{
	sleep 50000; // 50 seconds
	lrmammo = 12;
}

AimSecondary(heading, pitch)
{
	signal SIG_AIM_2;
	set-signal-mask SIG_AIM_2;
	turn turret to y-axis heading speed <170.038462>;
	wait-for-turn turret around y-axis;
	if(lrmammo <=0)
	{
		start-script ReloadLRM();
		return(0);
	}
	else
	return (1);
}

FireSecondary()
{
	lrmammo = lrmammo - 1; 
	
}
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

If lrmammo is 0, the script reloadlrm() starts again and again and never gets to the part lrmammo=12.
Make it "if(lrmammo > 0)".


(I m a bit tired, so perhaps i m too confused and missed something)
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

Woot n/m i got it working! now all i have to do is go thrue a hundred plus scripts and add amunition to them all :( so expect a new release maybe this weekend if i have time.
also been thinking of adding artillery, as defences such not longtoms but maybe thumper or sniper weapon systems, and maybe an orital bombardment strike unit (which would act like a nuker)? but thats still not completely decided
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

bob, copy + paste is your friend


I have the beta you handed me, ill take screenies and comment on it later :-D
Post Reply

Return to “Game Development”