TA:K - Page 2

TA:K

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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Necronator
Posts: 8
Joined: 13 Jun 2007, 11:09

Post by Necronator »

Hip Hip Hip Hooray!


I would try and mod it but modding is just to much much work for a lazy bum like me...
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

Epsilon wrote:I remember TA had a melee unit (modded, obviously). Does anyone remember how that worked out?
I remember dling a commander that had two photon blades, it was melee
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

for the last time, melee doesn't work in spring. Zoy, I knew the guy who made the unit.

WE NEED A MELEE WEAPON!
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Patch submitted to mantis as issue #550.

http://spring.clan-sy.com/mantis/view.php?id=550
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

interesting, I have a unit in gundam zaku2melee in the release, it is a hidden unit..

can you tell me what it would do versus the unit "gallop" with your tag?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

I don't know what you mean by 'gallop', but it certainly makes the unit think it can attack big buildings - and it makes it swing it's axe/sword/whatever it is at the big mech fab. It also revealed a bug in the patch - the swings don't do damage 8) I'll be working on that.

Oh, and the unit had problems with getting close to small enemy units (other mechs), those seem to be gone. Damage is dealt correctly in those cases.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

the gallop is a unit. I was giving you the unit name. It currently the largest land unit.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Ooook. Tested this and, as expected, it doesn't work :) The zaku keeps pushing the gallop out of range. I'll try to get this to work, hopefully it won't be too difficult.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

http://cs.selu.edu/~ssmith/BB/viewtopic ... ight=melee

I don't know if it helps but this was an exploratory discussion we were having on my forum.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I can't get your patch to merge with the SVN, it says a line in the weapon.cpp doesn't match. I was hoping I could see it combined with my aim from AimFromWeapon code which helps for close range encounters like that. I tried merging that manually but it didn't work, the unit

I tweaked the Zaku2melee unit by adding a second weapon that's a duplicate of the first and making the firearc apply only to the second weapon (I noticed in the lolimod that the firearc code makes the units have trouble at short range), the first weapon only activates if the unit is standing still and if so rotates the whole visible model towards the target, it quickly rotates back if the unit starts moving (didn't want to lock a shortranged unit in place since that would make it impossible to chase an enemy). AimFrom plus that change to the unit made it have a very high success rate, obviously without the targetBorder patch it can't attack larger stuff yet.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

some useful stuff. I ran into some of the issues reported, will try to hack something in the coming days.

KDR: too bad, but it doesn't matter anyway as it doesn't really work :)
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

I've got some progress... IMHO CGameHelper::TraceRay a little bit wrong, but just enough to cause issues with short range beam lasers. Maybe someone with more experience can explain me why there's sqrt(tmp) in this method when tracing for units, but no such thing when tracing for features? I can't see the point of this manipulation. length of closeVect and tmp > 0 should IMHO be the only thing that matters. Anyone? (A version that seems correct is commented out without a word of explanation...)
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

I think we're getting close. KDR's patch fixed one part of the code that I wasn't aware was borked and paved the way to this:

http://neoteric.pl/~imbaczek/spring/muz ... Border.avi

Ignore the junk log output and the bright red flash (set thickness to 10). I still don't know almost anything about unit scripting, so usefulness of this stuff needs to be judged by you BOS wizards.
Shadowlord
Posts: 25
Joined: 02 Dec 2006, 17:48

Post by Shadowlord »

try this then, all you need to do is rescript the units and change some of the textures

http://www.kingdoms-rx.com/spring/downl ... _v0.02.zip

hope this helps
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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

use trig to move the firing point into the center of the unit ftw!
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