Battletech - Page 22

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.

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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

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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

How many units been finished overall here?
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

El Idiot wrote:Hopefully it fares better than the Warhammer mod.
Thanks for that
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Does the W40K mod still rumble on or is it on indefinite hold?
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

It doth rumble. Check the UF mod section more (though it is a rather early beta - still squishing bugs and the balance is somewhat poor. Actually, I have no idea what the balance is like, as very few test it, so most of my work is adding new stuff and bug fixing)
WhiteHawk
Posts: 10
Joined: 13 Jul 2006, 14:36

BattleTech: Spring

Post by WhiteHawk »

This is a thread for BattleTech: Spring. So can we keep it on topic please. Also for those that care BattleTech: Spring is due for a release this summer(tm).

So Keep your eyes peeled if you want to try/test this mod.

Also I'm after anyone who knows how to customize the game lobby.

Regards,
WhiteHawk.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

So, in the coming months there shall be a release? I've been waiting...
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Indeed.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Please fix the mini-release, the Timber Wolf's walkcycle and put the Dire Wolf ingame please kthx.

Haven't much time to spare for modding, but some early tex WiP:

Image
Last edited by Wolf-In-Exile on 02 Jul 2007, 08:40, edited 1 time in total.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I think that one would look better at a distance... I really don't like how bright those white lines are.. Maybe a blur of 2 pixels or something would be helpful..

Good texture, in any case.. I'm just voicing my two cents, no need to pay any attention...
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

I'm about to have more theoretically available time, so should be able to sit down and crack at some scripts for extended and more frequent lengths of time.

That texture is looking awesome. Keep up the good work!
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

very cool, now get ammo scripts to reload on ammo trucks, and blood splatter gfx for infantry and you got something...
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

For the proning,

Try that,

It does:
- The unit prone when standing still, or when moving and switch is ON
- The unit is not prone when moving and switch is OFF
- Prone make it fire weapon1 instead of weapon2, make it move slower, and make it cloack

Code: Select all

#define PRONE_SPEED_PERCENT 40
// 40% of top speed when prone

static-var bMoving,bProne,FbiMaxSpeed;

#define SIG_AIM1 2
#define SIG_AIM2 4
#define SIG_PS 8


#ifndef MAX_SPEED
#define MAX_SPEED 75
#endif
#ifndef WANT_CLOAK
#define WANT_CLOAK 77
#endif

Prone()
{
	signal PS;
	set-signal-mask PS;
	move/turn ... //Proning animation goes here
	bProne=TRUE;
	set MAX_SPEED to FbiMaxSpeed*(PRONE_SPEED_PERCENT)/100;
	set ARMORED to TRUE;//from now apply the FBI damagemodifier
	set WANT_CLOACK to TRUE;
}


StandUp()
{
	signal PS;
	set-signal-mask PS;
	bProne=FALSE;
	set MAX_SPEED to FbiMaxSpeed;
	set ARMORED to FALSE;//don't play the FBI damagemodifier anymore
	set WANT_CLOACK to FALSE;
	move/turn ... //Standing up animation goes here
}


// In your walkscript, use bProne to know which animation to run.


// Weapon1: the accurate one for when it's prone
AimWeapon1(heading,pitch)
{
	signal SIG_AIM1;
	set-signal-mask SIG_AIM1;
	while(!bProne)
	{
		sleep 123456;
	}
	turn ...
	turn ...
	wait-for ...
	...
	return(TRUE);
}

// Weapon2: the innaccurate one for when it's standind up
AimWeapon2(heading,pitch)
{
	signal SIG_AIM2;
	set-signal-mask SIG_AIM2;
	while(bProne)
	{
		sleep 123456;
	}
	turn ...
	turn ...
	wait-for ...
	...
	return(TRUE);
}

StartMoving()
{
	bMoving=TRUE;
	if(get ACTIVATION)
	{
		call-script Prone();
	}
	if(!get ACTIVATION)
	{
		call-script StandUp();
	}
}

StopMoving()
{
	bMoving=FALSE;
	call-script Prone();
}

Activate()
{
	if(bMoving)
	{
		call-script Prone();
	}
}

Deactivate()
{
	if(bMoving)
	{
		call-script Standup();
	}
}

Create()
{
	bProne=FALSE;
	bMoving=TRUE;
	FbiMaxSpeed=get MAX_SPEED;
	...
	...
	...
}
Make you sure your FBI has two weapons, onoffable=1; and a damagemodifier=0.7; (for instance). Not tested, I hope there aren't bugs or if there are that they are easy to fix typos.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

awesome, thanks zwzsg. arch you wana test it?
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Already snatched it some hours ago (did I forget to post again?). Will test in the near future.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

btw is blood splattering for hitbyweapon possible?
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Fling a few things with the effect generator, sure. But I think that should be on the "maybe use as icing after we finish the cake" list.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Infantry death + groundflash + good bloody texture = Win?
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Lord Of The Battlefield.

Post by Wolf-In-Exile »

Still needs final touch-ups, but detailing is finished.

Image

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

Post by bobthedinosaur »

:shock:

awesome job! must send me the pieces.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Lord Of The Battlefield.

Post by REVENGE »

Wolf-In-Exile wrote:Still needs final touch-ups, but detailing is finished.

Image

Image
HUZZZAH! EAT MY DUAL PPC + DUAL GAUSS + JUMP JETZ OF DETH!!!!

*only in MC2 boss battles huh? :(*
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