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hmm

Posted: 05 Jun 2007, 02:20
by rcdraco
obviously having trouble

I can't find anywhere where the weapon's shooting areas are defined. Besides that, it's working good so far.

Posted: 05 Jun 2007, 06:23
by Snipawolf
O.o

In the script...

QueryWeapon1(piecenum)
{
piecenum=SomePiece;
}

replace SomePiece with the piece that is where the weapon is emitted.

nope

Posted: 05 Jun 2007, 12:57
by rcdraco
I mean the range of the shooting, do I need it to shoot through the other unit?

The turret won't aim low enough for standard combat, giving units lower on the playing field the advantage.

To prove this mod is going ahead, here is the UltraCar, 3 slots.

Image

Posted: 05 Jun 2007, 17:06
by KDR_11k
Yes, the unit's range has to include the target's center before it starts shooting.

nope

Posted: 05 Jun 2007, 21:16
by rcdraco
Seems as though #main is screwed again, here come all the stupid Americans again. So obviously, BloX will take longer, and I will try to implement a second race as well.

Posted: 05 Jun 2007, 23:54
by Zoy64
why cant i play it :cry:

nope

Posted: 06 Jun 2007, 01:47
by rcdraco
not done yet obviously, here some more models.


FastCar - 1 Slot

Image

HoverCar - 2 Slots

Image

UberPlane - 1 Slot

Image

yup

Posted: 09 Jun 2007, 18:08
by rcdraco
Sorry, about the mod, I got grounded, so progress kinda got slowed a bit. But with Summer now, expect the release this weekend or sometime this week.

Here are some of the new turrets, still untextured/lite textured.

Artillery:

Image

Builder:

Image

Metal Maker:

Image

EDIT: MORE!!!

Cannon:

Image

Missile:

Image

Plasma Cannon:

Image

EDIT#2: Here is the UberMech, an effective climbing Car with great health and load capacity, but only one slot. Done on my laptop, so the image is kinda screwy.

Image

And for the record:
Saktoth wrote:What a great little proof of concept! A few things that need to be done:

The weapons need to be given avoidfriendly=0; and collidefriendly=0;, so the turrets shoot predictably through their chassis. They also seem to sometimes not fire right away, dont know whats causing that.

Some of the impulse needs to be toned down on the weapon. Perhaps make a special weapon which has an impulse effect? More variety.

The difference in ranges could do with being more pronounced.

The plane needs to be an actual plane. :(
All of that is fixed, except the temporarily removed UberPlane, here is a screenshot:

Image

Let's see version 6 do that!

yay

Posted: 07 Oct 2007, 01:39
by rcdraco
Being that this is my only "good mod", and the one I've gotten the most progress done with, this will be the mod that I will work on, and hopefully, have a working version up by the end of the month.
hrmph wrote:This is a very interesting idea for a mod. It reminds me of the machinations project (it might be done with since the website is down). If you had a few more chassis with different attributes (quick scout, bulky damage absorbing, able to climb slopes, etc). Of course they would need to look different. It would make the game more involved/interesting.
Sounds good, I'll go for that, once I get all the models back.[I don't know where they went. T_T]

Also, I think I'll go with the base-less turrets, to make it look a little nicer, and I'll start working on it, either tonight, or tomorrow, or maybe MONDAY!!![I have no school Monday ^_^]

Actually

Posted: 07 Oct 2007, 23:51
by rcdraco
This is my third post in a row, as a combination of a bump, and showing something new.

Image
Image

2 new pictures, and here is the newest release.

http://www.unknown-files.net/3602/BloX_v07_beta1/

Going up

Posted: 10 Oct 2007, 03:49
by rcdraco
I'm going up in the world, here's release v7 beta 3: [It's not actually 4.] http://www.unknown-files.net/3618/BloX_v7_beta_4/

I've added a double base, and radar, plus quite a few bugfixes.

People seem interested in this mod, so I'll keep working on it, and hopefully someone posts soon.

[Bump]
Sheekel wrote: Besides, what you have there is the biggest failure of a mod ever. Its unbalanced, ugly, and completely unfinished. Its barely started.
Like I care. I'm proud of this mod, and happy for all the help I've gotten, from Maelstorm, smoth, and everyone who has supported me.

Posted: 10 Oct 2007, 03:54
by SinbadEV
Always liked the idea and even tried to do it myself one time. I really like where this seems to be going.

Posted: 10 Oct 2007, 18:03
by Otherside
tried this mod last nite and it played rilly well for sumthing so basic i love the concept of it quite a bit and would like to see a finished version with more features :D

different type of tank chasis ones with faster speed and low health or slwo and high health will make chasis choice good :]

how many slots can a chasis have wud love to see 4-5 slot mega fortress like tanks :]

air and mech chasis would rock to and more types of weapons

EMP gun , Art gun , Tachyon Gun , Sam Battery , Big old Plasma Cannon , Double laser, Double EMG (omgs flash tanks)

this mod has great potential keep it up :D

actually

Posted: 10 Oct 2007, 19:28
by rcdraco
There is no limit on the max number of slots, Maelstorm's script is extremely easy for me to understand and edit to my needs. It's more of an FBI issue, I have to have max units 1 more then the scripts max for it to work.

Just a little quick weapon guide.

Laser - Great Weapon if you can stay in range.

Cannon - Multi-purpose Weapon, great as artillery and a cannon alike.

Rockets - Currently effective for Base-Raiding, for concentrated power on one single area in line of sight.

Builder - Not very good on the battlefield, it is the only destroyable turret while on a chassis.

Radar - Cheap to make, but a huge economic drain while running. Great for coverage for artillery attacks.

New Units, probably added this weekend, .

Advanced Turret Builder, and Advanced Chassis builder, builds faster then the basic builder, but is more expensive and has a shorter range, builds the tech 2 turrets/chassis.

Megalaser - Massive Laser Beam Cannon, more range then the cannon, but takes a long time to reload, effective against big units, and builders. Not too useful in massive battles.

Storm Cannon - Short Range High-Trajectory Multi-barrel Cannon, great against armies close to it.

Posted: 10 Oct 2007, 20:13
by Archangel of Death
Without actually looking at the script, because I really shouldn't even be on here right now (checks clock), needing to have max units 1 more than the scripts max sounds like you aren't using the 0 position in whatever listing method the script is using. Just look into it. Remember that our positive number line actually starts at 0, the first digit in our 10 digit number system.

nah

Posted: 10 Oct 2007, 20:47
by rcdraco
It reads the script after the FBI, because it works fine when I add one max unit, and doesn't load more then the default number in the scripts.

Re: actually

Posted: 11 Oct 2007, 12:48
by Maelstrom
rcdraco wrote:There is no limit on the max number of slots, Maelstorm's script is extremely easy for me to understand and edit to my needs. It's more of an FBI issue, I have to have max units 1 more then the scripts max for it to work.
I cant take the credit for the scripts, that was zwzsg work. I only made the concept and the crappy first few models.

well

Posted: 11 Oct 2007, 20:45
by rcdraco
The main reason I had to drop your models was, I wanted to remove the ugly slots, and because the models I want to make look nothing like that, and why am I not using factories? In my opinion, it removes tactics from the mod, to date, this and AA are the only mods where mobile bases are possible[via combat engineers in AA.]. I think it's working great, nothing is "too powerful" and economy doesn't interfere with the game, if you are doing well, you get rewarded by being able to use radar. But if you don't have more then one builder, there's still options. I'm very happy with how this is turning out, and I really want to thank you again Maelstorm for helping me get off my feet and make a great mod.

Posted: 12 Oct 2007, 01:16
by 1v0ry_k1ng
you'd do much better to release no information or demos about your mod until it is reasonably complete because first impressions are very important and nobody is going to play a half completed mod. not a dig, just advice

well

Posted: 12 Oct 2007, 20:13
by rcdraco
BloX is going great, the next update, possibly the release of v7 unbetaed will be release this weekend at the earliest.