A Mod Idea: Epic 40,0000, Spring Style
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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.
- Guessmyname
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- Joined: 28 Apr 2005, 21:07
Well, you did say epic

That big plane at the top is the Imperial Aquilla
I've just spent two hours modelling that
EDIT: Better Picture:

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- Guessmyname
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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.
BTW, there's a great source of Epic photo material here.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
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:


- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
IG Cannon Shells. OTT as always

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:
Shadowsword Aiming Script
I'm probably wrong though. I suck at scripts


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);
}
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);
}
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- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07