Mod Question Repository... Questions come in, answers go out - Page 10

Mod Question Repository... Questions come in, answers go out

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

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

Post by zwzsg »

To transport rotation? Not to piece rotation?
And why a FBI tag? This should be the default. Transported units have no reason to follow translation only and not rotation.
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Muzic
Posts: 950
Joined: 09 Aug 2006, 07:08

Post by Muzic »

Why isnt melee possible?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Muzic wrote:Why isnt melee possible?
Ok, say we have a short range laser. This can be used to fake a melee attack. Combine it with a timed animation and you get interesting results. However there are issues.
  • 1:
    line fire works great because it can go exactly at the target of the melee attack without extending past the unit. This has issues
    • 1a: the units in spring fire at the edge of their max range so sometimes the unit will not hit but swing right outside of range.


    2:
    to target a unit the unit does not use the outersphere as a target instead the unit needs to hit center. This means two things will happen..
    • 2a: if the unit is mobile it will just move once bumped and never actually stop to get hit because the attacker is pushing to the center of the target which results in an anoying chase.

      2b: If the unit is stationary (I.E. a building) the melee attacker will stand there right on it's target without ever attacking(because it will not be able to reach center with it's range).

      2c: The melee unit cannot attack anything with a hitsphere center that has distance that is beyond the attacker's melee weapon range...
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Can someone give me a muzzle flame tutorial?

I tried to do it by looking at all of Smoth's stuff, but it didn't work, even though I made sure everything I had was lined up :?

Edit: Fixed
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Muzic
Posts: 950
Joined: 09 Aug 2006, 07:08

Post by Muzic »

smoth wrote:
Muzic wrote:Why isnt melee possible?
Ok, say we have a short range laser. This can be used to fake a melee attack. Combine it with a timed animation and you get interesting results. However there are issues.
  • 1:
    line fire works great because it can go exactly at the target of the melee attack without extending past the unit. This has issues
    • 1a: the units in spring fire at the edge of their max range so sometimes the unit will not hit but swing right outside of range.


    2:
    to target a unit the unit does not use the outersphere as a target instead the unit needs to hit center. This means two things will happen..
    • 2a: if the unit is mobile it will just move once bumped and never actually stop to get hit because the attacker is pushing to the center of the target which results in an anoying chase.

      2b: If the unit is stationary (I.E. a building) the melee attacker will stand there right on it's target without ever attacking(because it will not be able to reach center with it's range).

      2c: The melee unit cannot attack anything with a hitsphere center that has distance that is beyond the attacker's melee weapon range...
Thats for the explanation :D
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

Snipawolf wrote:Can someone give me a muzzle flame tutorial?

I tried to do it by looking at all of Smoth's stuff, but it didn't work, even though I made sure everything I had was lined up :?

Edit: Fixed
Do you know about the resources.tdf in /gamedata folder of your mod? All the textures need to be in there.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Yup, I got it, and some recent help, it works :D

I won't show pics, I don't care to release much info bout mah mod.

Now then, another quite serious question...

Modding is fun as hell after you learn all of the shit and the workarounds, huh!? :twisted:

I got a ton of SFX in today, and it looks hawt!
hilal
Posts: 35
Joined: 23 Feb 2006, 12:47

Post by hilal »

Can you make a map with a hardness of -100 or 0?
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

You can make maps with negative hardness and it means explosions create hills rather than craters.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Is repairing considered in buildstate? o.O
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Code: Select all

[arty_rocket]
{
Name=Rocket Artillry - 120 MM;
//Misfits
Ballistic=1;
Model=Rocket1.s3o;
turret=1;
RenderType=1;
//Sounds
SoundHit=IMPACT6;
SoundStart=SHOT02;
areaofeffect=300;
StartVelocity=50;
WeaponAcceleration=10;
WeaponVelocity=1000;
//Firing and Bursting Settings
tolerance=100;
Range=4000;
ReloadTime=30;
//Missile and Torpedo Weapon Settings
edgeeffectiveness=.5;
SelfProp=1;
Smoketrail=1;
accuracy=2000;
[Damage]
{
default=500;
}
}
Why won't mah Smoketrail show up? Do I need to texture one? IF so, thats badass...
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Use the one from simbase as a template, if you want (weapon name is ssm)
Last edited by Peet on 10 May 2007, 01:36, edited 1 time in total.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

ballistic weapons currently can't have smoketrails
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I removed that (A while before you all told me that) and it still didn't show up... :?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Missiles are lineofsight=1, if you want them to fly in an arc use TrajectoryHeight=1 (can be any float value but some will give the weapon issues with hitting anything).
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Is there any easier/shorter way to do the script for firing 12 weapons from twelve areas with 1 firepoint.. Currently all twelve rockets are launched indiscriminantly, and I want them to be fired in a succession. I don't think I wanna do it the peewee way :(
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Low reload time weapon and scripted ammo can do that and you don't need any burst weapons.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Thanks a lot rattle...

And, for some reason, this won't make my tanks base budge.. an inch...

Code: Select all

FirePrimary()
{
emit-sfx LightTankShellShoot from barrel;
turn base to x-axis <30> NOW;
turn base to x-axis <0> speed <30>;
}
I used the 30 to see if three was too small of a leap to see, but my tank refuses to jump, damnit...

It fulfills its emit, but refuses to jump...

BTW, any other info that might be needed.. It has no turret, and has a 10 degree or so fire arc, with just a 1 in the z angle.. Not really much more info that might be needed...
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

10 degree firearc means you're screwed if the map is uneven in any way. Yes I know it sucks and I'd like that to be the horizontal arc only but well, can't do anything about that.

Is there perhaps some other function turning that piece?
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

It fires plenty enough, just no jumping...

Nope, nothing else is turning that piece, I even put it in the origin in back just for this specific reason.. I'll see if I can export the script from UpSpring and see if that does anything different...

Oh, and the angle is actually 15...
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