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Posted: 15 May 2007, 07:46
by Dragon45
How many units been finished overall here?
Posted: 15 May 2007, 17:07
by Guessmyname
El Idiot wrote:Hopefully it fares better than the Warhammer mod.
Thanks for that
Posted: 15 May 2007, 17:39
by Deathblane
Does the W40K mod still rumble on or is it on indefinite hold?
Posted: 15 May 2007, 18:55
by Guessmyname
It doth rumble. Check the UF mod section more (though it is a rather early beta - still squishing bugs and the balance is somewhat poor. Actually, I have no idea what the balance is like, as very few test it, so most of my work is adding new stuff and bug fixing)
BattleTech: Spring
Posted: 15 May 2007, 23:25
by WhiteHawk
This is a thread for BattleTech: Spring. So can we keep it on topic please. Also for those that care BattleTech: Spring is due for a release this summer(tm).
So Keep your eyes peeled if you want to try/test this mod.
Also I'm after anyone who knows how to customize the game lobby.
Regards,
WhiteHawk.
Posted: 14 Jun 2007, 18:05
by Neddie
So, in the coming months there shall be a release? I've been waiting...
Posted: 15 Jun 2007, 04:43
by Archangel of Death
Indeed.
Posted: 01 Jul 2007, 16:17
by Wolf-In-Exile
Please fix the mini-release, the Timber Wolf's walkcycle and put the Dire Wolf ingame please kthx.
Haven't much time to spare for modding, but some
early tex WiP:

Posted: 01 Jul 2007, 19:46
by Snipawolf
I think that one would look better at a distance... I really don't like how bright those white lines are.. Maybe a blur of 2 pixels or something would be helpful..
Good texture, in any case.. I'm just voicing my two cents, no need to pay any attention...
Posted: 02 Jul 2007, 07:10
by Archangel of Death
I'm about to have more theoretically available time, so should be able to sit down and crack at some scripts for extended and more frequent lengths of time.
That texture is looking awesome. Keep up the good work!
Posted: 09 Jul 2007, 11:06
by bobthedinosaur
very cool, now get ammo scripts to reload on ammo trucks, and blood splatter gfx for infantry and you got something...
Posted: 11 Jul 2007, 16:57
by zwzsg
For the proning,
Try that,
It does:
- The unit prone when standing still, or when moving and switch is ON
- The unit is not prone when moving and switch is OFF
- Prone make it fire weapon1 instead of weapon2, make it move slower, and make it cloack
Code: Select all
#define PRONE_SPEED_PERCENT 40
// 40% of top speed when prone
static-var bMoving,bProne,FbiMaxSpeed;
#define SIG_AIM1 2
#define SIG_AIM2 4
#define SIG_PS 8
#ifndef MAX_SPEED
#define MAX_SPEED 75
#endif
#ifndef WANT_CLOAK
#define WANT_CLOAK 77
#endif
Prone()
{
signal PS;
set-signal-mask PS;
move/turn ... //Proning animation goes here
bProne=TRUE;
set MAX_SPEED to FbiMaxSpeed*(PRONE_SPEED_PERCENT)/100;
set ARMORED to TRUE;//from now apply the FBI damagemodifier
set WANT_CLOACK to TRUE;
}
StandUp()
{
signal PS;
set-signal-mask PS;
bProne=FALSE;
set MAX_SPEED to FbiMaxSpeed;
set ARMORED to FALSE;//don't play the FBI damagemodifier anymore
set WANT_CLOACK to FALSE;
move/turn ... //Standing up animation goes here
}
// In your walkscript, use bProne to know which animation to run.
// Weapon1: the accurate one for when it's prone
AimWeapon1(heading,pitch)
{
signal SIG_AIM1;
set-signal-mask SIG_AIM1;
while(!bProne)
{
sleep 123456;
}
turn ...
turn ...
wait-for ...
...
return(TRUE);
}
// Weapon2: the innaccurate one for when it's standind up
AimWeapon2(heading,pitch)
{
signal SIG_AIM2;
set-signal-mask SIG_AIM2;
while(bProne)
{
sleep 123456;
}
turn ...
turn ...
wait-for ...
...
return(TRUE);
}
StartMoving()
{
bMoving=TRUE;
if(get ACTIVATION)
{
call-script Prone();
}
if(!get ACTIVATION)
{
call-script StandUp();
}
}
StopMoving()
{
bMoving=FALSE;
call-script Prone();
}
Activate()
{
if(bMoving)
{
call-script Prone();
}
}
Deactivate()
{
if(bMoving)
{
call-script Standup();
}
}
Create()
{
bProne=FALSE;
bMoving=TRUE;
FbiMaxSpeed=get MAX_SPEED;
...
...
...
}
Make you sure your FBI has two weapons, onoffable=1; and a damagemodifier=0.7; (for instance). Not tested, I hope there aren't bugs or if there are that they are easy to fix typos.
Posted: 13 Jul 2007, 10:16
by bobthedinosaur
awesome, thanks zwzsg. arch you wana test it?
Posted: 13 Jul 2007, 11:45
by Archangel of Death
Already snatched it some hours ago (did I forget to post again?). Will test in the near future.
Posted: 18 Jul 2007, 17:18
by bobthedinosaur
btw is blood splattering for hitbyweapon possible?
Posted: 18 Jul 2007, 20:15
by Archangel of Death
Fling a few things with the effect generator, sure. But I think that should be on the "maybe use as icing after we finish the cake" list.
Posted: 18 Jul 2007, 20:24
by Snipawolf
Infantry death + groundflash + good bloody texture = Win?
Lord Of The Battlefield.
Posted: 08 Sep 2007, 02:45
by Wolf-In-Exile
Still needs final touch-ups, but detailing is finished.

Posted: 15 Sep 2007, 19:48
by bobthedinosaur
awesome job! must send me the pieces.
Re: Lord Of The Battlefield.
Posted: 15 Sep 2007, 22:39
by REVENGE
Wolf-In-Exile wrote:Still needs final touch-ups, but detailing is finished.

HUZZZAH! EAT MY DUAL PPC + DUAL GAUSS + JUMP JETZ OF DETH!!!!
*only in MC2 boss battles huh?
*