Coming soon to a stadium next to you : Krogball! - Page 2

Coming soon to a stadium next to you : Krogball!

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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PenguinMaster
Posts: 25
Joined: 04 Jun 2006, 04:18

Post by PenguinMaster »

I think theres a way to make the krog only do damage to shield thingys,

Code: Select all

[CORKROG_FIRE]
{
	ID=150;
	name=Gauss Cannon;
	rendertype=4;
	lineofsight=1;
	turret=1;
	minbarrelangle=-15;
	color=3;
	range=600;
	reloadtime=1.6;
	weaponvelocity=700;
	areaofeffect=80;
	soundstart=cannhvy3;
	soundhit=xplonuk1;
	energypershot=250;
	tolerance=3000;
	explosiongaf=fx;
	explosionart=nuke1;
	waterexplosiongaf=fx;
	waterexplosionart=h2oboom2;
	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashlg;
	startsmoke=1;
	guidance=1;
	w=46.1;
	[DAMAGE]
	{
		default=0;
                                Armsheildthing=999;
                                Corsheildthing=999;
	}
}
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

yep. you'd want to set that in the explosion damage as well, so it didn't kill things when it blew up.


Glad to see n00berhack got someone else to start modding >_>
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

That doesn't solve the problems of these football mods. We need to completely eliminate the possibility of the ball unit attacking anything but the gates. So far it doesn't seem to be working, the ball still ocassionally attacks when flying over normal units. Btw, the best players among the AA units turned out to be Rockos/Storms and Bulldogs/Reapers.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

That's cause they have a good default Impulsefactor and their weapons are fairly explosive (rockets/plasma).

I'v been trying to make Tractor beams, but with no luck, the beam hits - but doesn't pull the krog - i tried the opposite - didn't push the krog either.

I find that wierd, since when I gave krog that very same weapon, it was quite a hilarious sight - krog's BLOD (fired from his hand instead of head) made players launch into the sky - even better - the krog juggled them with lasers O_O.

I put the very same weapon on a Maverick instead - nope, nothing at all - perhaps it has to do with model firing points?

<3 Nemo :P.

I have a rather hacky solution for the ball... make it fire merl-style rockets with one change - the rockets go higher then normal, making it neigh-impossible to hit a moving unit.

I've done that - but theres a bit of problems :

1 : Krog Fires everytime there's a unit near, it's not really annoying to me, but may be annoying to other people.
2 : The rockets seem to gain inaccuracy even though I removed the inaccuracy modifier.
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DrowningFish
Posts: 10
Joined: 04 Jun 2006, 03:21

Post by DrowningFish »

Foxomaniac wrote: I find that wierd, since when I gave krog that very same weapon, it was quite a hilarious sight - krog's BLOD (fired from his hand instead of head) made players launch into the sky - even better - the krog juggled them with lasers O_O.
I NEED a demo of that, please :lol:
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

I know that a few versions ago beamlasers didn't have an explosion, so they couldn't push/pull things with impulsefactor. I think this has changed though.

Also, any unit with over a certain health is completely unpush/pullable. I think its around 6000 health or something like that. They just turn into stones. I'd suggest changing the krog health to 2000 or so - it'll make it MUCH easier to throw around.

As for the krog, give it an onlytargetcategory=GATE;

and it should only fire at those units whose category includes GATE.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

I did do that nemo - krog STILL Fires at everything.

Also - it's not the health that matters - it's the MASS.

A unit with 1000000000000 HP and a mass of 1 will still fly the same as a unit with 2000 hp and a mass of 1.

@ drowningfish :

Sure, I'll take a picture/GIF *if I know how to make one :P*/Video of such an event just for you.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

F10 - Video (you may need something like divx to compress it, uncompressed frames can't be read by WMP)
F11 - Screenshot

There, now you HAVE to let us see it! :P
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PenguinMaster
Posts: 25
Joined: 04 Jun 2006, 04:18

Post by PenguinMaster »

just lower the power of the krogs attack so it cant make things go flying. The Tractor beam might work if you lower the krogs mass?
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

A tractorbeam will work as a weapon with negative impulsefactor. Btw, I tried to make the Flea push things, and it doesnt... I'll have to see what's the major difference between that and the krog's BLOD that sends the ball into sub-orbit. Also, I've been trying to figure out for some time now - brakerate, what does the value mean? Is lower=faster stopping or vice versa?

edit: Ok, FINALLY. The problem of the "naughty ball" has been resolved. I don't know why, but the line "onlytargetcategory1=GATE" was commented... Some field tests, now also with working football Fleas (how's "Gustin Fleasky" for a player name?), proved that the ball is a)bouncy (slightest inaccuracy will wreck havok on your strategy), b)explosive (leaves a crater that the AA krogoth can stand chest-deep in on Greenhaven), and c) teleporting (tends to teleport to a semi-random position or just to "another dimension" when flying outside playfield).
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

The mass tag works? well, I didn't know that. Last time I tried messing with it, I tried all sorts of values and nothing changed.

Yes, negative impulsefactor will give you a tractor beam..but I think you might have to use normal lasers, rather than a beamlaser. Or maybe not, I haven't tried to make a proper tractor beam since .50 or so.
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

A normal laser will apply all impulse in one go. Useful for MK's Scorpion's "Get over here!!!" weapon, but useless for anything else. A beamlaser on the other hand, will apply a series of weaker impulses, allowing for smoother movement.

Now I've got another problem, I need the ball to spin when it flies. While I have the basics laid out, I have one little thing to take care of. How exactly does the RAND(x,y) function work?
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

well, I didn't know that beamlasers could even apply impulse - there was a time when they couldn't. In that case, just giving the unit a rapid fire stream of impulse normal lasers would work as well.

In any event, I'm looking forward to this <_<
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