A Mod Idea: Epic 40,0000, Spring Style - Page 5

A Mod Idea: Epic 40,0000, Spring Style

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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Benito
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Joined: 15 Aug 2004, 13:17

Post by Benito »

Do the Tau not have titans? If so, there's not much point in making up rules for super heavies. Never saw the rules for the Tau myself, but it seems strange using them in Epic if they have no super heavies or titans.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

They have no titans persay. They have a huge plane type thing called the manta i think it is. http://www.dropship.org.uk/articles/art012.asp Its an absolutely massive thing on the field but looks very cool.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Well, you did say epic

Post by Guessmyname »

Image

That big plane at the top is the Imperial Aquilla

I've just spent two hours modelling that

EDIT: Better Picture:

Image
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

8) i want the bloodravens bloood 8)
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I must say... WOW! The impireal gaurd amry is alway's impressive. But why havent i seen any Basalisk Earthshaker Howitzers? I made one... but it looks like crap:

Image

You'd think it would look good with a textue... but it dosent!
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

wow all those units are great i'm not familiar with the imperial aquialla craft though. looking very spiffy. i'd also like to second the motion for a basalisk.
Benito
Posts: 72
Joined: 15 Aug 2004, 13:17

Post by Benito »

Well, I'm about halfway through making a Warhound Titan (Lucius Pattern):

Image
Last edited by Benito on 13 Nov 2005, 12:00, edited 1 time in total.
Azure Skye
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Joined: 04 Aug 2005, 18:36

Post by Azure Skye »

The basilisk is most definately there... (see page 3)...
Also, are you going to do all the possible variant of the titans?

-Azure Skye
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Guessmyname
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Post by Guessmyname »

The Basilisk has been made, yes.

Titan looks like fun!
Benito
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Joined: 15 Aug 2004, 13:17

Post by Benito »

By variants do you mean weapon combinations or, for the Warhound at least, the Mars pattern too. I'm planning on doing a couple of weapon combinations at least. As for different styles of warhound, I'll leave that to someone else. Once this one is in there, I'd like to move onto something else. I actually prefer the original Mars pattern, but the lucius pattern is more angular and hence easier to model with a lower poly count.

BTW, there's a great source of Epic photo material here.
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Zoombie
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Post by Zoombie »

Well i think that the Bask need's the gun sheild, but other wize the tank's and troops and titan's all look great!
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Zoombie wrote:Well i think that the Bask need's the gun sheild, but other wize the tank's and troops and titan's all look great!
The Basilisk has a gun shield:

Image
Benito
Posts: 72
Joined: 15 Aug 2004, 13:17

Post by Benito »

Well I got the Baneblade and Shadowsword into Spring, the Volcano cannon on the Shadowsword appears to work alright with a limited fire arc. However the Baneblade main cannons and lascannons do some really weird aiming. They do shoot, but they appear to like aiming their cannons at the sky and ground:

Image
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Guessmyname
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Post by Guessmyname »

High Trajectory maybe?
Benito
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Post by Benito »

If only, they're shooting at units close to them and the one in the background is shooting down at the ground underneath it. Maybe he's trying a rocket jump, but that wasn't my intention.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Must be in the aiming script then. I'll check it.
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Guessmyname
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Post by Guessmyname »

IG Cannon Shells. OTT as always 8)
Image

EDIT: Benito, Spring likes running Aiming scripts constantly instead of once in OTA. That could cause problems, as the TurnMain( heading, pitch ) and TurnSec( heading, pitch ) will run constantly.

The Shadowsword doesn't have this script bit and doesn't have said problem.

Baneblade Aiming Script Script:

Code: Select all

TurnMain( heading, pitch )
{
	turn mainturret to y-axis heading speed <90>;
	turn mainbarrel to x-axis <0> - pitch speed <30>;
	wait-for-turn mainturret around y-axis;
	wait-for-turn mainbarrel around x-axis;
	b_aiming_main = FALSE;
}
TurnSec( heading, pitch )
{
	// do not aim if outside fire arc
	while( ((heading > 1820) && (heading < 63716)) )
	{
		sleep 300;
	}
	turn secbarrel to y-axis heading speed <90>;
	turn secbarrel to x-axis <0> - pitch speed <30>;
	wait-for-turn secbarrel around y-axis;
	wait-for-turn secbarrel around x-axis;
	b_aiming_sec = FALSE;
}
AimPrimary(heading, pitch)
{
	signal SIG_AIM_MAINCANNON;
	set-signal-mask SIG_AIM_MAINCANNON;
	b_aiming_main = TRUE;
	b_aiming_sec = TRUE;
	start-script TurnMain( heading, pitch );
	start-script TurnSec( heading, pitch );
	wait-for-turn mainfire around z-axis; // wait for timer to end
	// wait for one gun to finish aiming
	while( b_aiming_main && b_aiming_sec )
	{
		sleep 100;
	}
	return (1);
}
Shadowsword Aiming Script

Code: Select all

AimPrimary(heading, pitch)
{
	// do not aim if outside fire arc
	if( ((heading > 1820) && (heading < 63716)) )
	{
		return (0);
	}
	signal SIG_AIM_VOLCANOCANNON;
	set-signal-mask SIG_AIM_VOLCANOCANNON;
	turn volcanocannon to y-axis heading speed <90>;
	turn volcanocannon to x-axis <0> - pitch speed <30>;
	wait-for-turn volcanocannon around y-axis;
	wait-for-turn volcanocannon around x-axis;
	return (1);
}
I'm probably wrong though. I suck at scripts
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

lol some of those shells are huge! is that a medusa shell i see in there?!
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Its all the shells for the tanks and artillery, so yes.
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

ive never played 40000, but would like to contribute models. Can someone point me in the right direction?
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