Unit request: Heavy rocket kbot - Page 3

Unit request: Heavy rocket kbot

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IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

One question... This weapon system....
Is it supposed to be
a) katjusha style (mass unguided rocket salvo with spread)
or
b) anime/SciFi-style (random way to a single target to counter antimeasures).

Because currently, the large target area/spread suggests a), but there are some very strange rocket course correctures that look more like b)...
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

I think it will be able to simulate both those depending on how you set the parameters.
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Would be pretty cool for an air-dominance/interception fighter....
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Hey SJ, could you do me a small favor and make the soundtrigger tag work? so I can set it to soundtrigger=1; to shotgun type weapons or machineguns that use a sequenced sound rather than small seperate files.

I'd appriciate that.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

How is soundtrigger=1 supposed to work ?

Some thoughts about the unit.

-Move the origin of the missile further back so that the engine flame gets behind it not in the middle of it.
-Not sure of the name, its not very revolver (pistol) like at all as it is now and calling it fourtyfour might be tanking it one indirection to far.
-The pitch(x) rotation of the launchers are very fast compared to other rotations.
-Walk animation makes me think more of a waddling the can then the usual sleek arm kbots, not sure if its that important though.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

// soundtrigger = Make the weapon sound when the weapon fires in burst mode

I find that funny because that is in one of the files you include in your very mod that ships with the game ;)

Basically, it makes it so the sound is only fired once per burst, rather than each time a new projectile is spawned. Obviously that means it only works with burst fire weapons.

Imagine it this way:
We have a laser. It has a reload time of 4, and plays a lasery sound. For every 'X', the weapon is fired and a sound is played, the space is the reload time:

Code: Select all

X    X    X    X    X    X
Now we have a burst fire weapon. It has a reload time of 4, a burst of 3, and a burstrate (the time between individual projectiles in burst fire mode) of 1. We have a sound that has three firing sounds embedded in it, and is designed to play once per reload time. Again, X is the first shot fired, and the sound only plays on each 'X', however, each 'Y' is also a projectile spawned. 'Y's just don't play a sound when they are fired.

Code: Select all

XYY    XYY    XYY    XYY
That's how it'd work in an ideal world, and in TA. However, Spring would play it like this:

Code: Select all

XXX    XXX    XXX    XXX
Which sounds very bad, since the sound is not designed to be repeated in that fashion.

Hope that helps.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Especially bad for stuff where the burst rate is much faster than the lenghts of the sound effect, i.e. beam-laser, d-gun, flamethrower.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Of that list, only the flamethrower is a burstfire weapon... :P
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Well technically beamlasers are also burst weapons internally. But ok I will implement soundtrigger like that, XTA wasnt really imlemented by any of the SYs working on Spring so we have a knowledge deficit in that area.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Thanks SJ and thanks for explaining Gnome :)
Some thoughts about the unit.

-Move the origin of the missile further back so that the engine flame gets behind it not in the middle of it.
Agreed, I didn't spend much time perfecting the missile.
-Not sure of the name, its not very revolver (pistol) like at all as it is now and calling it fourtyfour might be tanking it one indirection to far.
Heh, I thought it fit with AK and Luger which were already in the game, the AK definitly doesn't look like the famed assault rifle, the luger could pull off the name since it's long exposed barrel reminds me of the P08 Luger pistol, if I knew it had a burst type missile system, then I would have named it something different and made it look more like the Battle Tech Madcat ;)
-The pitch(x) rotation of the launchers are very fast compared to other rotations.
I was wondering if the unit fired fast and only 1 missile at the time, that's what I assumed and I figured a fast tracking turret wouldn't be great since it's essentially a piece of artillery ;)
-Walk animation makes me think more of a waddling the can then the usual sleek arm kbots, not sure if its that important though.
I suck at making walk scripts, infact, I steal them from OTA units, that's why I sugested that someone else makes the walk script.

IMO the unit doesn't look great either, I was just kinda rushing to release a test unit for ya :P thanks for the feedback though so I can work on making a more suitable model :)
SJ
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Joined: 13 Aug 2004, 17:13

Post by SJ »

Any improved version of the unit on the way ?
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

could you give me some guidelines on what it's supposed to look like? something smaller maybe? with rocketpods like the madcat from Mech Warrior?

Or should I just improve the walk script and maybe change the rocket launchers to accomodate the burst firing system more?
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

i see a prob for script !
when a unit atempt for fire first shoot the turet align and after delay goback in halt postur if weapon relodtime is intermediate the unit so fire without wait for realign turet
ex :
turn rat 45°/s
fire rate 1rnd/s
halt time 1/2s
engage at 30°

turet align
fire
wait 1/2s for haltmod
desenegag but at 22.5° fire disaligned and realign target after
i think scripter when work do unit for a .fbi prefixed value and if chang script will wrong !
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I'll work on it a little more, see what I can do about all that...
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Something like a madcat would be nice yes. Maybe make it more speedy so you could use the salvo property for some hit and run attacks.
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

vulture mecwarrior is very nicer...
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

Image

Came across this in my custom units folder. Reminds me of a mech from mechwarrior. It's labeled as the cougar, but I seem to remember the cougar looking different.

=Edit=

Google searches have led me to believe it looks like the "Mad Dog"
http://ppc.warhawkenterprises.com/mechbay/maddog.html
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

i remind now
i test this (poor but nice)unit
this model is a high poly for totalA
i think more high poly than ...mechwarrior4 !
sure totalA need some (nice) runers and in priority AA runers !
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Mechs don't really fit in the OTA theme though, I made my fair share of Mech type bots, but I prefer OTA bots...

i'll make a new model from scratch, probably rename it...
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

You want a Madcat? Ask Bodthedinosaur for his model he made. Heres a link to the form where he posted.

http://taspring.clan-sy.com/phpbb/viewt ... 12&start=0

It should work fine for what you need.
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