Mod Problem - Issue Resolved

Mod Problem - Issue Resolved

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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Mod Problem - Issue Resolved

Post by Foxomaniac »

First Off :

As my first voyage into the modding world I have started to so some fiddling around with Mod Files - Right now I have on my hands a Soccer mod set in the TA universe which I dubbed KROGBALL.

It's made in a rather hacky way, units shoot at the krogball - The attack deals ZERO Damage to the the ball - but knocks it in a direction due to HIGH IMPULSE.

Now - The Problem is -

The comm refuses to build the units - he builds fortwalls, but doesn't build units, why?

Image

Comm's .fbi contents are as follows :

Code: Select all

[UNITINFO]
{
	Name=Coach;
	UnitName=ARMCOM;
	BUILDPIC=ARMCOM.DDS;
	
	//    Required Tags
	BuildCostEnergy=1156100;
	BuildCostMetal=72100;
	BuildTime=2404800;
	Category=ARM COMMANDER WEAPON NOTAIR NOTSUB CTRL_C NOTSHIP LEVEL10 ALL ;
	Description=Of The Team;
	FootprintX=2;
	FootprintZ=2;
	MaxDamage=85000;
	ObjectName=ARMCOM;
	Side=ARM;
	SoundCategory=ARM_COM;
	TEDClass=COMMANDER;
	
	//    Movement
	BrakeRate=0.375;
	MovementClass=GIMPY;
	Acceleration=0.98;
	CanMove=1;
	MaxVelocity=5.25;
	MaxSlope=100;
	TurnRate=1148;
	
	//    Airplane Moventment
	
	//    Buildings
	
	//    Construction
	BuildDistance=300;
	Builder=1;
	WorkerTime=3500;
	
	//    Resources
	EnergyMake=150000;
	EnergyUse=0;
	MetalMake=4000;
	EnergyStorage=10000;
	MetalStorage=10000;
	
	//    Abilities
	CanAttack=0;
	candgun=0;
	CanCapture=1;
	CanStop=1;
	ActivateWhenBuilt=1;
	
	//    Sight/Radar
	RadarDistance=800;
	SightDistance=520;
	SonarDistance=800;
	CloakCost=250;
	CloakCostMoving=1000;
	MinCloakDistance=40;
	
	//    Weapons
	wpri_badTargetCategory=ANTILASER;
	wspe_badTargetCategory=VTOL;
	BadTargetCategory=ANTILASER;
	ExplodeAs=COMMANDER_BLAST;
	SelfDestructAs=COMMANDER_BLAST;
	NoChaseCategory=ALL;
	
	//    Tracks/Flares
	
	//    Watersettings
	MaxWaterDepth=35;
	
	//    Misc
	Corpse=armcom_dead;
	SmoothAnim=1;
	Upright=1;
	HideDamage=1;
	Commander=1;
	
	//    Not Used By TASpring
	bmcode=1;
	unitnumber=21;
	firestandorders=1;
	standingfireorder=2;
	mobilestandorders=1;
	standingmoveorder=0;
	canpatrol=1;
	canguard=1;
	steeringmode=2;
	shootme=1;
	defaultmissiontype=Standby;
	maneuverleashlength=640;
	canreclamate=1;
	norestrict=1;
	immunetoparalyzer=1;
	showplayername=1;
	amphibious=1;
	SelfDestructCountdown=10;
	autoheal=5;
}
The Strike's FBI (ARM soccer player.) :

Code: Select all

[UNITINFO]
{
	Name=Strike;
	UnitName=ARMZEUS;
	BUILDPIC=ARMZEUS.DDS;
	
	//    Required Tags
	BuildCostEnergy=500;
	BuildCostMetal=500;
	BuildTime=7000;
	Category=ARM KBOT MOBILE WEAPON NOTAIR NOTSUB CTRL_G CTRL_K CTRL_W NOTSHIP LEVEL2 ALL ;
	Description=Lightning Fast Kicker;
	FootprintX=2;
	FootprintZ=2;
	MaxDamage=1000;
	ObjectName=ARMZEUS;
	Side=ARM;
	SoundCategory=ARM_KBOT;
	TEDClass=KBOT;
	
	//    Movement
	BrakeRate=0.25;
	MovementClass=KBOTSS2;
	Acceleration=0.50;
	CanMove=1;
	MaxVelocity=5;
	MaxSlope=100;
	TurnRate=1000;
	
	//    Airplane Moventment
	
	//    Buildings
	
	//    Construction
	Builder=0;
	WorkerTime=0;
	
	//    Resources
	EnergyMake=1.1;
	EnergyStorage=0;
	EnergyUse=1.1;
	MetalStorage=0;
	
	//    Abilities
	CanAttack=1;
	CanStop=1;
	
	//    Sight/Radar
	RadarDistance=0;
	SightDistance=331.5;
	
	//    Weapons
	Weapon1=LIGHTNING;
	wpri_badTargetCategory=VTOL;
	BadTargetCategory=VTOL;
	ExplodeAs=BIG_UNITEX;
	SelfDestructAs=BIG_UNIT;
	NoChaseCategory=VTOL;
	
	//    Tracks/Flares
	
	//    Watersettings
	MaxWaterDepth=23;
	
	//    Misc
	Corpse=armzeus_dead;
	SmoothAnim=1;
	Upright=1;
	
	//    Not Used By TASpring
	bmcode=1;
	noautofire=0;
	unitnumber=77;
	firestandorders=1;
	standingfireorder=2;
	mobilestandorders=1;
	standingmoveorder=1;
	canpatrol=1;
	canguard=1;
	steeringmode=2;
	shootme=1;
	defaultmissiontype=Standby;
	maneuverleashlength=640;
}
Laserhead's FBI ( CORE Soccer Player ) :

Code: Select all

[UNITINFO]
{
	Name=Laserhead;
	UnitName=CORCAN;
	BUILDPIC=CORCAN.DDS;
	
	//    Required Tags
	BuildCostEnergy=500;
	BuildCostMetal=500;
	BuildTime=7000;
	Category=CORE KBOT MOBILE WEAPON NOTAIR NOTSUB CTRL_G CTRL_K CTRL_W NOTSHIP LEVEL2 ALL ;
	Description=Brute Player;
	FootprintX=2;
	FootprintZ=2;
	MaxDamage=1000;
	ObjectName=CORCAN;
	Side=CORE;
	SoundCategory=COR_KBOT;
	TEDClass=KBOT;
	
	//    Movement
	BrakeRate=2.50;
	MovementClass=KBOTSS2;
	Acceleration=0.50;
	CanMove=1;
	MaxVelocity=5;
	MaxSlope=100;
	TurnRate=1000;
	
	//    Airplane Moventment
	
	//    Buildings
	
	//    Construction
	Builder=0;
	WorkerTime=0;
	
	//    Resources
	EnergyMake=0;
	EnergyStorage=0;
	EnergyUse=0;
	MetalStorage=0;
	
	//    Abilities
	CanAttack=1;
	CanStop=1;
	
	//    Sight/Radar
	RadarDistance=0;
	SightDistance=260;
	
	//    Weapons
	Weapon1=CORE_CANLASER;
	wpri_badTargetCategory=ANTILASER;
	BadTargetCategory=ANTILASER;
	ExplodeAs=BIG_UNITEX;
	SelfDestructAs=BIG_UNIT;
	NoChaseCategory=VTOL;
	
	//    Tracks/Flares
	
	//    Watersettings
	MaxWaterDepth=21;
	
	//    Misc
	Corpse=corcan_dead;
	SmoothAnim=1;
	Upright=1;
	
	//    Not Used By TASpring
	bmcode=1;
	noautofire=0;
	unitnumber=91;
	firestandorders=1;
	standingfireorder=2;
	mobilestandorders=1;
	standingmoveorder=1;
	canpatrol=1;
	canguard=1;
	steeringmode=2;
	shootme=1;
	defaultmissiontype=Standby;
	maneuverleashlength=640;
}
KROGBALL :

Code: Select all

[UNITINFO]
{
	Name=Krogball Module MK I;
	UnitName=CORKROG;
	BUILDPIC=CORKROG.DDS;
	
	//    Required Tags
	BuildCostEnergy=500;
	BuildCostMetal=500;
	BuildTime=7000;
	Category=CORE KBOT WEAPON NOTAIR NOTSUB CTRL_G CTRL_K CTRL_W NOTSHIP LEVEL3 ALL ;
	Description=- Warning Highly Explosive;
	FootprintX=7;
	FootprintZ=7;
	MaxDamage=100000;
	ObjectName=CORKROG;
	Side=CORE;
	SoundCategory=KROGOTH;
	TEDClass=KBOT;
	
	//    Movement
	BrakeRate=0.238;
	MovementClass=BIGASS;
	Acceleration=0.00001;
	CanMove=1;
	MaxVelocity=2.12;
	MaxSlope=1000;
	TurnRate=9096;
	
	//    Airplane Moventment
	
	//    Buildings
	
	//    Construction
	Builder=0;
	WorkerTime=0;
	
	//    Resources
	EnergyMake=1.1;
	EnergyStorage=0;
	EnergyUse=1.1;
	MetalStorage=0;
	
	//    Abilities
	CanAttack=1;
	CanStop=1;
	
	//    Sight/Radar
	RadarDistance=0;
	SightDistance=845;
	
	//    Weapons
	wpri_badTargetCategory=VTOL;
	wsec_badTargetCategory=VTOL;
	wspe_badTargetCategory=MOBILE;
	BadTargetCategory=ANTILASER;
	DamageModifier=1;
	ExplodeAs=NUCLEAR_MISSILE;
	SelfDestructAs=COMMKILLA;
	NoChaseCategory=VTOL;
	
	//    Tracks/Flares
	
	//    Watersettings
	MaxWaterDepth=12;
	
	//    Misc
	Corpse=corkrog_dead;
	SmoothAnim=1;
	Upright=1;
	
	//    Not Used By TASpring
	bmcode=1;
	noautofire=0;
	unitnumber=231;
	firestandorders=1;
	standingfireorder=2;
	mobilestandorders=1;
	standingmoveorder=1;
	canpatrol=1;
	canguard=1;
	steeringmode=2;
	shootme=1;
	defaultmissiontype=Standby;
	maneuverleashlength=640;
	immunetoparalyzer=1;
	SelfDestructCountdown=10;
}
Help is appreciated!
Last edited by Foxomaniac on 12 Jun 2006, 14:01, edited 3 times in total.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

maybe the movementclass has a low maxslope?
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Tinyme is Totally flat last time i checked, i also tried on smalldivide - didn't work.

all units have a Maxslope of 100.

Edit - Here's Sidedata.tdf

Code: Select all

[SIDE0]
{
	name=ARM;
	commander=Armcom;
}
[SIDE1]
{
	name=CORE;
	commander=corcom;
}
[CANBUILD]
{
	[armcom]
	{
		canbuild1=armzeus;	
		canbuild2=armfort;
		canbuild3=corkrog;	
	}
	

	[corcom]
	{
		canbuild1=corcan;
		canbuild2=corfort;
		canbuild3=corkrog;
	}

}
Last edited by Foxomaniac on 11 Jun 2006, 21:06, edited 1 time in total.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

well i mean in /gamedata/movement.tdf
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Nothing.

Also, I've set the Impulse factor to 400 now

Yet my weapons still won't "Knock"

Code: Select all

[LIGHTNINGKICK]
{
ID=301;
name=LightningKick;
rendertype=7;
lineofsight=1;
turret=1;
range=130;
impulsefactor=400;
reloadtime=4;
weaponvelocity=400;
areaofeffect=8;
duration=20;
soundtrigger=1;
tolerance=1000;
soundstart=lghthvy1;
soundhit=lashit;
beamweapon=1;
color=148;
color2=195;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
startsmoke=0;
[DAMAGE]
{
default=0;
VTRANS=0;
L1FIGHTERS=0;
L2FIGHTERS=0;
L1BOMBERS=0;
L2BOMBERS=0;
GUNSHIPS=0;
HGUNSHIPS=0;
VRADAR=0;
VTOL=0;
}
}

Code: Select all

[CORE_CANLASERKICK]
{
ID=302;
name=HighEnergyLaserKick;
rendertype=0;
lineofsight=1;
turret=1;
range=130;
impulsefactor=400;
reloadtime=4;
energypershot=0;
weaponvelocity=700;
areaofeffect=8;
soundstart=lasrhvy3;
soundhit=lasrhit1;
beamlaser=1;
beamtime=0.5;
color=169;
color2=298;
tolerance=3000;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashsm;
[DAMAGE]
{
default=1;
VTRANS=1;
L1FIGHTERS=1;
L2FIGHTERS=1;
L1BOMBERS=1;
L2BOMBERS=1;
GUNSHIPS=1;
HGUNSHIPS=1;
VRADAR=1;
VTOL=1;
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

Maybe it has something to do with maxwaterepth? Other than the fact that it isn't defined that is, because KBOTSS2 sets it to 20, and the maxslope to 36.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Well I edited the Movement file as I said but it didn't fix the problem.

Spawning the units via .give works fine - they Move and attack and everything.

Perhaps it has to do with the comm's

candgun=0
canattack=0
?
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

GAH!, if I do say so myself. This is weird. Any chance you can post an archive with the mod somewhere? I can help solve it.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

w00t.

I fixed it.

All I did was :

Set both kbots to maxslope=10

and

set the comm to

canattack=1

Dunno which fixed it - but either way, I'M GLAD!

A New problem however :

impulsefactor=400

doesn't result in units knocking the krogoth around.

Edit - All Fixed - Thanks FA!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

you're welcome ;p

I love the idea of a krog flying around :D
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Reduce Krog's costs to nill, or else give him a mass tag of like 1 (mass=1;) and he'll definitely fly.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

I gave him a Mass of 1 First, but he went flying - too much

Current Krog Mass is 10 but i'm thinking of reducing it to 5.

P.S - FA Helped me with that already.

I'v got some crazy ideas for krogball right now.

I'm not going to just add player kbots - i'm going to add crazy gadgets that shall help you in making krog dance all the way to your enemy's goal =P.
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

Btw, this is actually an insanely interesting idea. Spring football!! Or rather, Spring Fragball. Or Krogball... nvm. You have this here ball, which is on team 3. You have these two teams, that are armed with weapons set to OnlyTargetCategory=BALL. The ball in turn is rigged with a close-range total annihilation weapon that is set to OnlyTargetCategory=GATE, and is completely indestructible with a crapload of health and an insane regen rate. The teams are duking it out on a field normally unsuitable for any kind of sport. Moreover, the team's coaches can spend some slowly trickling-in resources to turn a noble sport into a bloody mess, adding units with normal weapons to the fray, and even booby-trapped balls rigged to explode on contact with anything. Aircraft and hovercraft are not ruled out, because the ball may well end up floating in a lake or stuck on a mountain top. Additionally, every team has a Gate, which is the goal of the enemy team. The gate is specifically invulnerable to everything but the ball, so only when THE ball nears the gate enough, it explodes, making the team lose.
I envision the gameplay to be rather.. hectic. Tactical groups of fast units chasing the ball around, slow powerful units as goalies, "brute force" players that push opponents away (with weapons of course), the ocassional bomber runs here and there to weaken the enemy defence, and all that just to get an indestructible kaboom-ball to touch a heavily protected enemy structure... sounds like fun. :)

Would need a very special AI for singleplayer matches though. Normal AIs would just attempt to shoot the crap out the enemy team, paying no attention to the ball or the gates.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

New Problem :

Zeus and CAN Have ZERO Range - Practically no weapon.

Weapons. FBI - Can + Zeus weapon section

Code: Select all

[EMG]
{
ID=319;
name=E.M.G.Single;
rendertype=4;
lineofsight=1;
turret=1;
ballistic=1;
range=450;
reloadtime=0.7;
weapontimer=.1;
weaponvelocity=500;
areaofeffect=250;
soundstart=flashemg;
tolerance=5000;
startsmoke=0;
endsmoke=0;
impulsefactor=0.2;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashsm;
[DAMAGE]
{
default=305;
corcom=1;
armcom=1;
kballcom=1;
corkrog=50;
coredkrog=90000;
}
}
[EMGX]
{
ID=316;
name=E.M.G.DualBurst;
rendertype=4;
lineofsight=1;
turret=1;
ballistic=1;
range=450;
reloadtime=2;
weapontimer=.1;
burst=2;
bursttimer=0.1;
weaponvelocity=500;
areaofeffect=250;
soundstart=flashemg;
tolerance=5000;
startsmoke=0;
endsmoke=0;
impulsefactor=0.2;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashsm;
[DAMAGE]
{
default=305;
corcom=1;
armcom=1;
kballcom=1;
corkrog=60;
cordkrog=90000;
}
}
Both Unit's FBIs :

Code: Select all

[UNITINFO]
{
	Name=Laserhead;
	UnitName=CORCAN;
	BUILDPIC=CORCAN.DDS;
	
	//    Required Tags
	BuildCostEnergy=500;
	BuildCostMetal=500;
	BuildTime=7000;
	Category=CORE KBOT MOBILE WEAPON NOTAIR NOTSUB CTRL_G CTRL_K CTRL_W NOTSHIP LEVEL2 ALL ;
	Description=Brute Player;
	FootprintX=2;
	FootprintZ=2;
	MaxDamage=20000;
	ObjectName=CORCAN;
	Side=CORE;
	SoundCategory=COR_KBOT;
	TEDClass=KBOT;
	
	//    Movement
	BrakeRate=2.50;
	MovementClass=KBOTSS2;
	Acceleration=0.50;
	CanMove=1;
	MaxVelocity=5;
	MaxSlope=10;
	TurnRate=1000;
	
	//    Airplane Moventment
	
	//    Buildings
	
	//    Construction
	Builder=0;
	WorkerTime=0;
	
	//    Resources
	EnergyMake=0;
	EnergyStorage=0;
	EnergyUse=0;
	MetalStorage=0;
	
	//    Abilities
	CanAttack=1;
	CanStop=1;
	
	//    Sight/Radar
	RadarDistance=0;
	SightDistance=260;
	
	//    Weapons
	Weapon1=EMGX;
	wpri_badTargetCategory=VTOL;
	BadTargetCategory=VTOL;
	ExplodeAs=BIG_UNITEX;
	SelfDestructAs=BIG_UNIT;
	NoChaseCategory=VTOL;
	
	//    Tracks/Flares
	
	//    Watersettings
	MaxWaterDepth=21;
	
	//    Misc
	Corpse=corcan_dead;
	SmoothAnim=1;
	Upright=1;
	
	//    Not Used By TASpring
	bmcode=1;
	noautofire=0;
	unitnumber=91;
	firestandorders=1;
	standingfireorder=2;
	mobilestandorders=1;
	standingmoveorder=1;
	canpatrol=1;
	canguard=1;
	steeringmode=2;
	shootme=1;
	defaultmissiontype=Standby;
	maneuverleashlength=640;
}

Code: Select all

[UNITINFO]
{
	Name=Strike;
	UnitName=ARMZEUS;
	BUILDPIC=ARMZEUS.DDS;
	
	//    Required Tags
	BuildCostEnergy=500;
	BuildCostMetal=500;
	BuildTime=7000;
	Category=ARM KBOT MOBILE WEAPON NOTAIR NOTSUB CTRL_G CTRL_K CTRL_W NOTSHIP LEVEL2 ALL ;
	Description=Lightning Fast Kicker;
	FootprintX=2;
	FootprintZ=2;
	MaxDamage=20000;
	ObjectName=ARMZEUS;
	Side=ARM;
	SoundCategory=ARM_KBOT;
	TEDClass=KBOT;
	
	//    Movement
	BrakeRate=0.25;
	MovementClass=KBOTSS2;
	Acceleration=0.50;
	CanMove=1;
	MaxVelocity=5;
	MaxSlope=10;
	TurnRate=1000;
	
	//    Airplane Moventment
	
	//    Buildings
	
	//    Construction
	Builder=0;
	WorkerTime=0;
	
	//    Resources
	EnergyMake=1.1;
	EnergyStorage=0;
	EnergyUse=1.1;
	MetalStorage=0;
	
	//    Abilities
	CanAttack=1;
	CanStop=1;
	
	//    Sight/Radar
	RadarDistance=0;
	SightDistance=331.5;
	
	//    Weapons
	Weapon1=EMG;
	wpri_badTargetCategory=VTOL;
	BadTargetCategory=VTOL;
	ExplodeAs=BIG_UNITEX;
	SelfDestructAs=BIG_UNIT;
	NoChaseCategory=VTOL;
	
	//    Tracks/Flares
	
	//    Watersettings
	MaxWaterDepth=23;
	
	//    Misc
	Corpse=armzeus_dead;
	SmoothAnim=1;
	Upright=1;
	
	//    Not Used By TASpring
	bmcode=1;
	noautofire=0;
	unitnumber=77;
	firestandorders=1;
	standingfireorder=2;
	mobilestandorders=1;
	standingmoveorder=1;
	canpatrol=1;
	canguard=1;
	steeringmode=2;
	shootme=1;
	defaultmissiontype=Standby;
	maneuverleashlength=640;
}



@ Sean :


Thats a very good idea, I'll do it once I finish my Krogball and polish it to the level I want.

As for the AI, it wouldn't be needed - you can just .cheat , .team 2

Or, you can have a player do that - i'll add a decoy Krogball for laughs - they shoot it - and it goes BOOM! :O.


make the comm build a Helium krog (The ball in Krogball =P) then .team 0 and .cheat!

Voila!


I'll have to add a 3rd side though.

Oh, and just for the hell of it - i made Helium Krog Killable - takes a while though - once you kill helium krog - it explodes in fiery mess, taking all the players with it :O.

Ideas I have for krogball :

Diffrent Player Styles
(currently we only have 1 for each side - it's the Gauss shot style - Arm fires a Fast reloading, good knockback shot while Core's gauss fires two gauss shots that have 10 more knockback then the arm counterpart but they take 2.5x as much to reload, next : Tractor Beams (Pulling), Launching Beams (pushes Krog), Missles/Rockets and all sorts of insane stuff)
Gadgets - In a basic form - they're crawling bombs with functions - these can be built by the coach to tip the balance in his team's favor.

I currently have TWO Gadgets :

Vortex (ARM) : You activate this baby by self-destructing it - if krogball is near, it will launch krogball behind itself, speed and length of launch depends on how close the Vortex is to Helium kroggy :> - can be used as an offensive/defensive weapon as well as any other crazy things on your mind.

Repulsor (CORE) : Same style as vortex with ONE Exception :

instead of pulling Helium Krog it will PUSH helium krog away.

Can be used as a Last resort goal defense, Offense and ball clearing along with w/es on your silly mind.

Note that Players are BARELY affected by those two gadgets.

oh, and someone should move sean's post above this one and this one to the Krogball thread =P.
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

"weapontimer=.1" is your problem. From my experienece, 1 point in weapontimer allows the projectile to move the distance equal to its speed before expiring. So with a velocity of 500, the shot will barely have time to move to a range of 50, if Spring doesn't bug out and shorten its life further. Weapontimer=1 always worked for my lineofsight and ballistic weapons.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Ah, that clears some confusion as well - I thought weapontimer had to do something with burst, Thanks.
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