Unit request: Heavy rocket kbot
Moderators: MR.D, Moderators
One question... This weapon system....
Is it supposed to be
a) katjusha style (mass unguided rocket salvo with spread)
or
b) anime/SciFi-style (random way to a single target to counter antimeasures).
Because currently, the large target area/spread suggests a), but there are some very strange rocket course correctures that look more like b)...
Is it supposed to be
a) katjusha style (mass unguided rocket salvo with spread)
or
b) anime/SciFi-style (random way to a single target to counter antimeasures).
Because currently, the large target area/spread suggests a), but there are some very strange rocket course correctures that look more like b)...
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
How is soundtrigger=1 supposed to work ?
Some thoughts about the unit.
-Move the origin of the missile further back so that the engine flame gets behind it not in the middle of it.
-Not sure of the name, its not very revolver (pistol) like at all as it is now and calling it fourtyfour might be tanking it one indirection to far.
-The pitch(x) rotation of the launchers are very fast compared to other rotations.
-Walk animation makes me think more of a waddling the can then the usual sleek arm kbots, not sure if its that important though.
Some thoughts about the unit.
-Move the origin of the missile further back so that the engine flame gets behind it not in the middle of it.
-Not sure of the name, its not very revolver (pistol) like at all as it is now and calling it fourtyfour might be tanking it one indirection to far.
-The pitch(x) rotation of the launchers are very fast compared to other rotations.
-Walk animation makes me think more of a waddling the can then the usual sleek arm kbots, not sure if its that important though.
// soundtrigger = Make the weapon sound when the weapon fires in burst mode
I find that funny because that is in one of the files you include in your very mod that ships with the game
Basically, it makes it so the sound is only fired once per burst, rather than each time a new projectile is spawned. Obviously that means it only works with burst fire weapons.
Imagine it this way:
We have a laser. It has a reload time of 4, and plays a lasery sound. For every 'X', the weapon is fired and a sound is played, the space is the reload time:
Now we have a burst fire weapon. It has a reload time of 4, a burst of 3, and a burstrate (the time between individual projectiles in burst fire mode) of 1. We have a sound that has three firing sounds embedded in it, and is designed to play once per reload time. Again, X is the first shot fired, and the sound only plays on each 'X', however, each 'Y' is also a projectile spawned. 'Y's just don't play a sound when they are fired.
That's how it'd work in an ideal world, and in TA. However, Spring would play it like this:
Which sounds very bad, since the sound is not designed to be repeated in that fashion.
Hope that helps.
I find that funny because that is in one of the files you include in your very mod that ships with the game

Basically, it makes it so the sound is only fired once per burst, rather than each time a new projectile is spawned. Obviously that means it only works with burst fire weapons.
Imagine it this way:
We have a laser. It has a reload time of 4, and plays a lasery sound. For every 'X', the weapon is fired and a sound is played, the space is the reload time:
Code: Select all
X X X X X X
Code: Select all
XYY XYY XYY XYY
Code: Select all
XXX XXX XXX XXX
Hope that helps.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Thanks SJ and thanks for explaining Gnome :)


IMO the unit doesn't look great either, I was just kinda rushing to release a test unit for ya
thanks for the feedback though so I can work on making a more suitable model :)
Agreed, I didn't spend much time perfecting the missile.Some thoughts about the unit.
-Move the origin of the missile further back so that the engine flame gets behind it not in the middle of it.
Heh, I thought it fit with AK and Luger which were already in the game, the AK definitly doesn't look like the famed assault rifle, the luger could pull off the name since it's long exposed barrel reminds me of the P08 Luger pistol, if I knew it had a burst type missile system, then I would have named it something different and made it look more like the Battle Tech Madcat-Not sure of the name, its not very revolver (pistol) like at all as it is now and calling it fourtyfour might be tanking it one indirection to far.

I was wondering if the unit fired fast and only 1 missile at the time, that's what I assumed and I figured a fast tracking turret wouldn't be great since it's essentially a piece of artillery-The pitch(x) rotation of the launchers are very fast compared to other rotations.

I suck at making walk scripts, infact, I steal them from OTA units, that's why I sugested that someone else makes the walk script.-Walk animation makes me think more of a waddling the can then the usual sleek arm kbots, not sure if its that important though.
IMO the unit doesn't look great either, I was just kinda rushing to release a test unit for ya

- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
i see a prob for script !
when a unit atempt for fire first shoot the turet align and after delay goback in halt postur if weapon relodtime is intermediate the unit so fire without wait for realign turet
ex :
turn rat 45°/s
fire rate 1rnd/s
halt time 1/2s
engage at 30°
turet align
fire
wait 1/2s for haltmod
desenegag but at 22.5° fire disaligned and realign target after
i think scripter when work do unit for a .fbi prefixed value and if chang script will wrong !
when a unit atempt for fire first shoot the turet align and after delay goback in halt postur if weapon relodtime is intermediate the unit so fire without wait for realign turet
ex :
turn rat 45°/s
fire rate 1rnd/s
halt time 1/2s
engage at 30°
turet align
fire
wait 1/2s for haltmod
desenegag but at 22.5° fire disaligned and realign target after
i think scripter when work do unit for a .fbi prefixed value and if chang script will wrong !
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10

Came across this in my custom units folder. Reminds me of a mech from mechwarrior. It's labeled as the cougar, but I seem to remember the cougar looking different.
=Edit=
Google searches have led me to believe it looks like the "Mad Dog"
http://ppc.warhawkenterprises.com/mechbay/maddog.html
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
You want a Madcat? Ask Bodthedinosaur for his model he made. Heres a link to the form where he posted.
http://taspring.clan-sy.com/phpbb/viewt ... 12&start=0
It should work fine for what you need.
http://taspring.clan-sy.com/phpbb/viewt ... 12&start=0
It should work fine for what you need.