TA:WD - Page 15

TA:WD

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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Poll of the week: Should NATO and Mospact be devided into seperate countries?

Poll ended at 14 Jul 2006, 20:26

Yes, let's have 20.000 different races and a million units!
3
7%
Yes, but only split the up in factions like US and Canada, UK and Germany, etc.
24
56%
No! the sides need to say Binary! keep as it is.
6
14%
No, just make seperate factories for Bombers, Fighters and Helicopters.
4
9%
Yes, give the player a choice what country to play in game.
6
14%
 
Total votes: 43

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

FLOZi wrote:
Tim Blokdijk wrote:New Nato infantry sounds!
As always released under the GNU GPL version 2.0 or later.
Source file's included (Audacity)
And yes it's my own voice, don't you laugh! :wink:
Great work!

I really need to do some TACW stuff.

I am pretty sure I can do bridgelayers to some extent. :-)

And also try out some stuff with tank ammo types... and steal your cool tracers G_Z. ;)
If you want some help with TACW let me know Flozi. I also figured out a way to do ammo a while ago. I can also do intermediate scripting too.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well, different Ammo is tricky though, i've been trying to script that one ammo type can be fired at a time, but to no avail :(
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

There are two ways this can work. The first isn't too good to be honest:

FireWeapon1()
{
//firing animations
wep1ammo = wep1ammo - 1; //if the weapons fires in bursts this will need to change accordingly - ie, if you have burst=3; then this line would read wep1ammo = wep1ammo - 3;
if (wep1ammo == 0)
{
//that script stuff that stops weapons firing - looped sleep command or something
}
}

The unit replensishes its ammo when it is loaded into another unit. If zwzsg's unit detection script would work in spring, then you could make it so that the unit would have to drive up to a logistics depot or whatever

The second one:

Weapons are units that hardly move. They are loaded onto a unit chassis and then they can fire. After firing several shots or whatever, the weapon unit can fire no more, and has to be replaced.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I didn't mean ammo limits (though that was another possibility) I mean for example, a tank gun being represented in game by 2 or 3 weapons, to represent HE/HEAT/APDS rounds. The tricky part being locking them out so they all have the same reload time, and automatically fire at the right kind of target. :wink:

And help is always appreciated.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

how bout using old old springs concept of supply? if there are enough buildings in the sector then nearby units and defenses 'supply' will increase (max of 100%) units fight best at 100% (but can still fight at 0%)
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well, I really like what Flozi said, weapons pick their targets accordingly, short distances Coax/turret guns on infantry, longer distances HE ammo, HEAT on light armor, HE on soft targets, APFSDS rounds on Tanks.

But right now I don't want 2 rounds to shoot from the same barrel at nearly the same time, Maestro's tanks have the same problem...
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

How do you like my new infrantry sounds GZ?
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Honestly didn't check them yet :)

I'll probably need more later since OTA could support multiple responses, I think atleast up to 8 different responses.
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Well, source file's included.
You make the 8 different death screams ok? :P
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I think I read about a weapon dependancy tag somewhere, that would force a weapon to aim at the same target as another, this is 1/3 of the ammo problem. The others are choosing which weapon to fire, and locking out the others when the weapon is reloading. What we need most is the script to give us information about the target so we can select.
Loser
Posts: 21
Joined: 01 May 2005, 17:05

Perhaps I am going mad

Post by Loser »

I just noticed last night while plaing that the power stations the smoke appears on the map so all players can see it. Also the smoke shows on the mini-map as a white dot. With the range of mrls and rockets its kinda easy to take them out.


Anyways wounderful mod and if you need some help with anything let me know i have a programing background so could help you with scripts. And i much experience and tools with text replacement so if you have any mind numbing jobs i could most lickly help you.

Anyway great mod. Just cant stop playing. :-)
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

well, that's not the only exploit. I'm not sure if it is still in WD, but I have been able to hit F4 to see all the metal extraction, everywhere. If you don't understand, I'll be obvious: a BIG RED CIRCLE on the metalmap shows where the enemy's base is a bunch more clearly than the puffs of smoke that powerplants emit.
This next thing I already posted somewhere, but nobody cared: Airplanes are visible all across the map by all players, there is no element of surprise with air forces, and the stealth planes are utterly useless.
Loser
Posts: 21
Joined: 01 May 2005, 17:05

Post by Loser »

Ya that i remeber but is that TAWD specific i am not sure. Plus I try not to use F4 :-). The smoke stacks bug me because with an MRLS and other rocket tanks it is quite easy to take out power at range and i find power is quite an issue in this game.

About planes I have discovered that the large bombers and choppers cannot be seen by other players its wierd. I think stealth planes might not be visible as well.

(we should do an other test run to see what planes are and are not visible the last one we did was to fast i think :?)


Loser
User avatar
Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

I'm pretty sure the smoke is a problem for all mods...In Corrosive Pits I noticed that you can see the smoke from units when they are highly damaged. (a ship in Shiny OTA)
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

You can also see bubbles for those units that create them...
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

hrmm this is strange after updating to the new patch the game always freezes when i try to build the mospact barracks
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Really?

This is also an issue with the TACW barracks in .64b1

Perhaps this will help in tracking down the bug.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well, that's odd...I haven't tried WD yet...but i'll find a solution for this.

The planes are visible, yes, probably due to the fact many has a much higher ceiling than OTA aircraft?

The smoke stacks are a problem I can't fix, same with the F4 exploit.

and uhmm, "Loser", if I need help, i'll let you know :)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

please post the fbi and bos in my bug topic
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well, I tested it, and my WD is not affected, my Barracks build fine, all of them, NATO, Mospact, Regular or Elite...
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