
ugh
Moderators: MR.D, Moderators
HOLY MILK SHITTING BATMANWombat wrote:so, any new cool WIP's anyone ? KNORKOR AMAZE US
rattle wrote:no suspension? boo
wheels arent spinning either
as long as the vehicle travels in a straigt line its easy but with turning it gets tricky. hm. probally wont do, sorry.vehicle running of its tracks when they break
i finished fappin 1 min before i noticed this gifknorke wrote: OH MY GOD did you just JIZZ YOUR PANTS over a 100 pixel gif of some unfinished jaggy animation.
I was discussing it with Godde for 30mins and going nowhere, meanwhile you started, coded, tested, got it working. Plus your code is better than mine, since instead of having rotation proportional to acceleration liked I would have*, you threshold the acceleration and turn a fixed amount, which makes it a ton more easy to configure and precisely control the result.quick 5 minute test because someone talked about rocking units in lobby.
I like your spirit!No use to write big plans when all there is are 5 50% done units.
Everything that happens should be "there." ie should there ever be a slow firing cruise missle thing (example) it will not have a reload progress bar. Instead it will have a reload animation.
Whilst this is a nice idea... you might want to lay off on the 'animate everything' until you've got the balance down tight-ish. Otherwise adjusting reload times (for example) is going to be a bitch.knorke wrote:Everything that happens should be "there." ie should there ever be a slow firing cruise missle thing (example) it will not have a reload progress bar. Instead it will have a reload animation.
It's easy enough in COB for one weapon, too; even in OTA.zwzsg wrote:In a Lua animation, fetching the reload time from the weapondef, and the weapondef from unitdef, is easy enough.