Journeywar - Page 26

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Code: Select all



function widget:GetInfo()
return {
name = "MotionTrack
desc = "Pings Enemy",
author = "PicassoCT",
date = "Juli,5,2012",
license = "tokill v.007",
layer = 0,
enabled = false
}
end

local motiontrack = "motiontrack"
local Echo = Spring.Echo


function widget:Initialize()

end

function widget:UnitSelect(unitID, unitDefID, unitTeam)
do
{
   if (targetdistance<radardistance)
     {
      if (targetdistance<(radardistance*0.3))
       {PlaySoundFile()`/cent/sentry/hipitch.wav`  sleep  25}
    else
        if (targedistance<(radardistance*0.5))
        {PlaySoundFile()`/cent/sentry/midpitch.wav` sleep  35}
    else
          if (targedistance<(radardistance*0.8))
          {PlaySoundFile()`/cent/sentry/midpitch.wav` sleep  45}
    else
          {PlaySoundFile()`/cent/sentry/stbeep.wav` sleep  75}
}


else
{PlaySoundFile()`/cent/sentry/trackcrack.wav`
sleep 90}
} while (unitselect==true&&unitdefid==sentry&&sentrynell)



else
{-- my base the unit does nothing}

end
------ -- -
I know.. it still has c++ in it, and i need to find about about how to call in the targetspos and the units position and then calculate the distance - but (easy to archieve, as there are not influences into the sim) it lacks logic flaws, doesent it?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

Image

If you later click on one of those sentrys, the will have the motiontrackersound of aliens- and when a moving (cant allow it to beep for every tree out there) radardot appears, they start to beep, the closer it gets, the faster...
idea is good though. But I would make them always beep on contact, not just when the player has them selected. You would have to select a turret and do nothing for some seconds to really notice and few players do that.
And why just play a soundfile, they should also hectically scan around with their lasers!

widget:UnitSelect:
Seems like no callin function for selecting units exists. I thought there would be SelectionChanged but appearently no. (http://springrts.com/wiki/LuaCallinReturn)
That means you have to check yourself every bla time if the selected unit has changed.

Spring.GetSelectedUnits
Spring.GetUnitSeparation (returns the distance of 2 units)
Spring.GetUnitAllyTeam
UnitEnteredRadar() --> "unitID, unitTeam"
UnitEnteredLos() --> "unitID, teamID"
UnitLeftRadar() --> "unitID, unitTeam"
UnitLeftLos() --> "unitID, unitDefID, teamID"
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Thx knorke, will rewrite the whole thing. Great find on those vars, will do horrible things with them.

PS: Forgot to add that it has to check only for not stationary units, otherwise it would beep all day long for buildings. Should really think the whole thing through again. Dont want to end up like with the metalldiggesterscript which really vannished in a hole in the ground every time i nearfinnished it. (People could restore terrain, place allyiedteam terranraisers, shell the mine with artillery to deplete it faster, andsoonandsoon)

And sorry, to have that sound permanently on perimeter would be anoying as hell. Got to do my math homework first, then a rewrite appears. Code and fix at its best.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

check only for not stationary units, otherwise it would beep all day long for buildings
type and speed of units is easy to check. Posting from my iphone, theres an app for that.
http://springrts.com/wiki/Lua_SyncedRea ... formations
Spring.GetUnitIsBuilding etc
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Image


Black Mesa? Been there, got crowbared by a freeman alien. Can not recomend.

Also, they are way to big - so vorts will be scaled to 0.45. But its just for show, so i thought, why not have a go.
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Wombat
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Re: Journeywar

Post by Wombat »

fuck i love u, wouldnt done it better myself <3

btw, dont texture that minecrab yet. draw me some concept and ill make new. old one is utter shit and it follows me every time i think about/see journeywar.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Knorke, if i would equip the sentrynell with the motiontrackscript, the firing sounds of the unit would still be played?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

Yes, why would they not play?
Playing multiple sounds at once until everything becomes one unbearably drone is only one of the many features of the spring engine.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

DarkMatter Artillery knows nothing of friend and foes, only about valueable targets.

Image

This Baby has three sub-types of amunition.

Headcrabs: Spawn Zombies from nearby Wreckage or attack living enemys.
Spinesnakes: Take over living Enemys.
DarkMatterShells: Create MightBadaBooms

Units is weak on HP, slow when it comes to turn around, and completely defenseless in close-combat.

Image

Pick up the Can-do.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

1.Evolve
2Controll
3.Combine
4.?????
5. Benefit
Image


Its all fake and shoop i know.. but still, what a fun, and that is just the creating.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Just a little Performance test, no problem, Office-Sirs?

Image

Well, if thats the case, board non-report policy reported to antifa activists.

Also: EngineDevs, im impressed... didnt slow down for a second. Feld gut Mann!

Also- i know, feet and guns are offproportions... is nessecary to make them easier to see from above. Also Soldiers and Vorts are way to big in comparisons to buildings... its anoying but cant be avoided. Playability comes first.
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Image
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Wombat
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Re: Journeywar

Post by Wombat »

lol@nazi army
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Thats the jewish sign of aleph you see there, so the nazis are jewish, so i can troll both sides, while conquering Lebensraum for my mod. ;)
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

epic is epic.
headcrabs have grown and are now bodycrabs.
didnt slow down for a second
oh, it will. Once units start moving LOS, pathfinder, and effects will take care of fps.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Knorke, i have maxDamage activated, and nocost active, but still my Sentrynell cant built Sentrys...

Also tested JW V0.0001 today, let it out into the lobby, so it could play with the other dogs, mark its territory among the obscure and underplayed
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

well, time for a update.. first things first

ConAir is ingame and works as scripted (It constructs combinesoldiers and assists the citadell)
Todos:
[]Fix flight behaviour
[] Fix Texture Seam
[] Thing still flys backwards
[] ConAir doesent kill itself yet (it has to use up its hps for construction
[] condepot doesent built ConAirs yet

Buildings have now Max(Payn)Damage (they are all slowmo)
[] get the economy going
[] footprint needs to be adjusted
[] I still need that Unit-factory
[] I somehow lost one of my buildings (It should have been among the citadells buildinglist) but vannished without a trace (cant even cheat it in, although the modell is there, the unit.lua is there and the textures are there)

All in all a productive weekend...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Journeywar

Post by AF »

Hooray!
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Journeywar

Post by Wombat »

NOOOOOOOOOOOOOOOooooooooooooooooo...

dont make *ta building effect... make something like E&E / landing operation. or make it rise from the ground surrounded by fog/smoke/light effects/w/e
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

They are just placeholders- final version will be something like buildings growing out of a cubism nanonstructure for the CentrAIl.

Will look like this (and building will grow beneath it out of the ground)

Image


Moar like this (also the nanoparticles of the citadell will be replaced with cityscanners)-

Builders wont have any particles so far (although i thought about welding sparks)

Infantry will be built (aka deployed) either by teleportation (MTW) or by Rope (from the ConAir)

Only Nanos visible will be those of the Nano-Reconissance - who are really fitting well there. Sorry if you dislike this approach.

For the journeys im not in the clear yet... best way for them would be a morphing animation - but i can be happy already if i get everything animated as it is- cant demand a complete animation-rewrite only for eyecandy.. but i will find something. Any suggestions? They are organic, and noo, because of the buildingconcept they cant land there buildings from orbit (although that would be cool - and the first beanstalk lands that way)
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Journeywar

Post by Wombat »

Image

u could try something like eldars effects from w40k. doesnt show anything, some figures moving chaotic, could look good.
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