Repulsed? But how strong? - Page 2

Repulsed? But how strong?

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I like that vid:
http://www.fileuniverse.com/?page=showitem&ID=769

Dunno who made it, I just stumbled around while browsing FU.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

don't make it a lvl1 tech tho otherwise my stumpy/bulldog swarms will be useless!!! :( at the moment they pawn noobs (the look on my face :evil: :twisted: :-) ) the look on theirs ( :lol: 8) :o :? :shock: :x :cry: :roll: :roll: :roll: )
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

thx zwzsg

Post by Noruas »

I like that vid:
http://www.fileuniverse.com/?page=showitem&ID=769

Dunno who made it, I just stumbled around while browsing FU
thx my recorder, didnt work so printed many screenshots, about 80 i think and made them into a slide show. ill do better next time :-)
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

http://www.sandgame.com/vid/XviD-1.0.3.exe

Install that and use it as your codec. I've made many videos with it.

The only thing missing is sound :)

-Buggi
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Now that the newest version is officially released here's my Repulse.tdf weapon file:

Code: Select all

[PLASMAREPULSER]
	{
	ID=325; 
	name=ArmPlasmaRepulser;
	PlasmaRepulser=1;
	
	rendertype=4;
	lineofsight=1;
	turret=1;
	
	repulseenergy=40;
	repulseforce=0.4;
	repulserange=550;
	repulsespeed=10;
	
	[DAMAGE]
	{
	default=1500;
	}
}
PlasmaRepulser=1;
That's the MOST VITAL line in there. Without that, it's not a repulser :-)

And on one of your units, just have
WeaponX=PLASMAREPULSER;

Viola!

-Buggi
kookos
Posts: 19
Joined: 21 May 2005, 20:46

Post by kookos »

I think is it good idea make like repulser shield what is like ball what bounces back the plasma and etc or is it bad idea?
Tangaroa
Posts: 77
Joined: 17 Aug 2004, 04:50

Post by Tangaroa »

Is it possible to prevent it from firing (im assuming that thats what it does when it repulses things), and therefore repulsing, using the script?

I have an idea for a modification to the Mayhem Rebel shielded tank to get it working better in TA Spring, but to put this idea in action, I need to be able to turn the repulser off (the tank fires twice as fast with the shield off and fires at normal bulldog speed with it on, the shield in OTA was just an armored state and spinning polygons though, and the spinning polygon effect is borked in TA Spring)
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