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Posted: 24 Jul 2007, 13:17
by Pressure Line
Image

green mex

Posted: 24 Jul 2007, 17:56
by 1v0ry_k1ng
thats pretty nice, does it spin/move?

Posted: 25 Jul 2007, 01:50
by Pressure Line
yeah it does, it has a dirty great spinning drill on the bottom.

im going to update the model tonight, remove 3 (of 6) of the legs and put in some exhausts for sexy smoke effects :)

Posted: 25 Jul 2007, 07:18
by BlackLiger
Pressure Line wrote:yeah it does, it has a dirty great spinning drill on the bottom.

im going to update the model tonight, remove 3 (of 6) of the legs and put in some exhausts for sexy smoke effects :)
I wonder if it's possible to rig a smoke effect to look like soil being sprayed out from under the drill? Make the smoke brown, and have it curve like a projectile, maybe?

Posted: 25 Jul 2007, 07:51
by Snipawolf
Yeah, you can do that..

Orr, at least I can.. >__>

Posted: 25 Jul 2007, 08:17
by Pressure Line
Snipawolf wrote:Yeah, you can do that..

Orr, at least I can.. >__>
to suit a 2x2 mex please ^_^

Posted: 25 Jul 2007, 09:06
by Zoombie
I have not played this mod, though I intend to, but I can not think of it without thinking about "Ice Ice Baby", which I think about because I once heard a version of that that had the Queen Song "Under Pressure" attached to it, so it came out as Ice Ice Pressure, which was just insane...

And really, the whole point of this post is to say, in my roundabout fashion, that that mex is pretty pretty...though the cammo on your units looks just a bit cartoony.

Posted: 25 Jul 2007, 13:34
by Pressure Line
Zoombie wrote:though the camo on your units looks just a bit cartoony.
ive heard that a few times, but it fits well with my modeling style

Posted: 25 Jul 2007, 19:22
by Snipawolf
Well, I'll use a few different methods, it depends on which one is fastest vs. which is slowest.

I mean computer speed, of course.. I am guessing that a dirt FX would do the trick, but then again, one would never know... I might need to use actual particles :-)

I'll make the effect and you can implement it yourself :D

Scripts are fairly easy to make, unless it's really complicated. I'll edit this post with the effect. I'll test it myself to make sure it works, though.


Edit: This should work, good luck implementing it, though.

Implementing is the most annoying part... You might need a delayed spawner so that you don't need to emit-sfx so often in the script, its your choice, though.

Code: Select all

[MexDrill]
{
[dirt]
	{
		[properties]
		{
			size=10;
			color=0.2, 0.1, 0.05;
			alphaFalloff=1;
			speed=-2 r4, r1, -2 r4;
			pos=-10 r20, 0, -10 r20;
		}
		ground=1;
		count=10;
	}
}

Posted: 25 Jul 2007, 19:58
by KDR_11k
How do delayed spawners work, anyway?

Posted: 25 Jul 2007, 20:09
by Snipawolf
You never used one? :shock:

Alright, let me give you a crash course.

Code: Select all

[SmokeRing1]
{
[delayspawner01_SmokeRing01]
	{
		class=CExpGenSpawner;
		[properties]
		{
                                pos=0, 0, 0;
		delay=0 i1;
		explosionGenerator=custom:Delayed_Smokering;
		}
	water=1;
	air=1;
	ground=1;
	count=10;
	}
}
Alright, this is one of the simpler things to use, but can be hard to make it look right.
Pos is the position of the timed effect.
ExplosionGenerator is kind of obvious in what it does, it uses that explosion and gives it the delayed spawns.
Delay is in frames. "i" makes it emit after however many frames are in i.

Ex. Delay is "0 i33", count is 5. It will display roughly once a second for 5 seconds.

I believe you have used other effects before, anything I didn't define is pretty much the same.

Posted: 26 Jul 2007, 00:55
by Pressure Line
Just a quick note. Work on UP will be exremely slow due to personal reasons for the next few weeks. i want to do UP right, and im just not feeling it atm, so im gonna fiddle around with some other things not directly related to UP and do some upskilling.

Posted: 26 Jul 2007, 01:50
by Snipawolf
That's a great idea.

I started making my "main" mod after I threw out two other ideas. It took me a few weeks to come to a conclusion on what I wanted, then I finally had it. Good luck.

Posted: 26 Jul 2007, 05:04
by SwiftSpear
I did some thread cleaning, as per OP's request please no discussion asside from gameplay, balancing, bugs, and scripting... although OP seems to have made a few personal exceptions I'm trying to enforce the request otherwise.

DO NOT TROLL THIS THREAD, FOLLOW OP RULES

Posted: 26 Jul 2007, 15:23
by Pressure Line
1v0ry_k1ng wrote:thats pretty nice, does it spin/move?
Image

hows this then :D

only has rudimentary scripting, waiting for some lua stuff for it to work properly :)

Posted: 26 Jul 2007, 15:24
by Guessmyname
What does that unit do?

Posted: 26 Jul 2007, 15:25
by Pressure Line
Guessmyname wrote:What does that unit do?
oops, forgot to say, mobile metal extractor.

Posted: 26 Jul 2007, 19:05
by BlackLiger
... we have mobile mexes now? Or is it just a unit that stops somewhere and then starts generating a set amount of metal no matter what?

Posted: 27 Jul 2007, 00:33
by Pressure Line
BlackLiger wrote:... we have mobile mexes now? Or is it just a unit that stops somewhere and then starts generating a set amount of metal no matter what?
jK from the CA team has devised some Lua trickery for me :) its messy and nasty, but it should work.

Posted: 27 Jul 2007, 00:43
by Pressure Line
Just thought id write a quick preliminary thank you post:

Scripting/Lua:
Guessmyname (con unit script)
KDR_11k (turnunit script)
Peet (turnunit script)
jK (mobile mex lua)
trepan (mobile mex lua)

Testing/Balance:
neddiedrow/Sekmet
A45_Gladius
det
quantum
Saktoth
KingRaptor
Tsuyosa

2d art:
Sangue
A45_Gladius

Inspiration/Support/Ideas:
all the #ca regulars
Sangue
neddiedrow/Sekmet
Nemo