Battletech
Moderator: Moderators
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
- Deathblane
- Posts: 505
- Joined: 01 Feb 2006, 01:22
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
BattleTech: Spring
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.
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.
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
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:

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

Last edited by Wolf-In-Exile on 02 Jul 2007, 08:40, edited 1 time in total.
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
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
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.
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;
...
...
...
}
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Lord Of The Battlefield.
Still needs final touch-ups, but detailing is finished.




- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Lord Of The Battlefield.
HUZZZAH! EAT MY DUAL PPC + DUAL GAUSS + JUMP JETZ OF DETH!!!!Wolf-In-Exile wrote:Still needs final touch-ups, but detailing is finished.
*only in MC2 boss battles huh?
