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Re: Random WIP

Posted: 04 May 2010, 20:11
by Guessmyname
Er... probably a bad plan (if it falls over, how does it get back up?). There's another mech that I haven't shown you yet that is all about charging enemy mechs and knocking them over (and then shooting them with something big and heavy) though.

Re: Random WIP

Posted: 04 May 2010, 21:29
by bobthedinosaur
I love the torso, but the legs look very frail.

Re: Random WIP

Posted: 04 May 2010, 22:06
by rattle
a bit hard to see without normals set up

Re: Random WIP

Posted: 04 May 2010, 22:13
by Guessmyname
It's intentional. Mechs in this case are used for their speed and manoeuvrability (as in most cases, it's cheaper to just use a tank which can't fall over...), and I figure anything capable of putting dents in tanks is going to do a number on an even more complex mecha anyway (they'd have to be lighter armoured too, just to be able to run), so... yeah. That's why I'm building them so limber anyway. The one exception is the earlier Atredies, which is heavily armoured but incapable of running and kinda slow (it's mainly meant for defence) compared to the Grasshopper (the other one), meant for speed and manoeuvrability, and this one, the Pilade, which packs both speed and medium-ranged punch, but not a lot of survivability.

Long story short, it's speed over survivability. In game terms, mechs can and will try to dodge incoming fire automatically though (either HitByWeapon script + animation or more hopefully a Move order, depends what I can get working best.) so they shouldn't be that badly off.

Re: Random WIP

Posted: 05 May 2010, 00:02
by bobthedinosaur
How are you going to go about with the dodge effect if it is already hit?

Re: Random WIP

Posted: 05 May 2010, 00:24
by Guessmyname
As said: HitByWeaponID. You can modify the damage taken bit a hit within that script. That + anim is the 'simple' way of doing it.

Re: Random WIP

Posted: 05 May 2010, 01:34
by bobthedinosaur
Okay so it's not a real dodge, it's more of a get hit don't count the first one then start dodging?

Re: Random WIP

Posted: 05 May 2010, 01:45
by Guessmyname
More of a random thing. Really, I'd need to experiment (mwahahaha. I have a labcoat and everything). Best way I'd like to do it is to have the mech attempt to jink or circle or just generally 'not stand still or move in straight line' around enemy units the moment they enter sight range (I'm sure I've seen a 'auto-Raid' widget or two that does something like this...). I'm going to have to set out the AI modifications needed to make this work at some point.

Obviously if the mech is caught unware, it should be well and truly fucked, unless it's meant for defence. If mechs just stand there pounding each other, something is wrong.

I'd give the player some control over it though, for example, if setting up an ambush, or for arty/sniper mechs where them moving around in combat is what you don't want them to do. And of course tanks don't get this behaviour bonus, as they're sluggish bastards in comparison.

Re: Random WIP

Posted: 05 May 2010, 03:17
by bobthedinosaur
A model for a concept I'm playing with.

Re: Random WIP

Posted: 05 May 2010, 04:37
by SpikedHelmet
Oi, who let this get off the topic of Nazis?

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Re: Random WIP

Posted: 05 May 2010, 04:38
by bobthedinosaur
Nice coats, but they sure shoot funny. Instead of a 90' stance try a 60 or 45.

Re: Random WIP

Posted: 05 May 2010, 05:02
by SpikedHelmet
wut

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They could maybe be more like 80 degrees, maybe.

Re: Random WIP

Posted: 05 May 2010, 07:31
by bobthedinosaur
The tarzan is the best.

And 80' would help, but keep in mind none of those poses are people getting shot at. Clean marksmanship practice doesn't always happen in combat. The current infantry looks like its bending slightly backwards.

Re: Random WIP

Posted: 05 May 2010, 11:42
by Wombat
as a training, i decided to make thunder (t1 arm bomber) remake but i totally messed up model (back part of wings, so ignore it atm) and i need to make it once again. thats why i want opinions about its overall wings shape, cabin, bomb placement and especially the rear small 'wings' which hold engines (ye these are fugly atm)

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Re: Random WIP

Posted: 05 May 2010, 12:08
by Das Bruce
Bomb bay needs to be closed.

Re: Random WIP

Posted: 05 May 2010, 12:14
by Wombat
noes, thats the point, i want to them to be like that, t1 bomber should look fat, slow and fragile

Re: Random WIP

Posted: 05 May 2010, 12:48
by Das Bruce
Looks like crap and doesn't make any sense, you've missed your stylistic target.

Re: Random WIP

Posted: 05 May 2010, 13:05
by Wombat
'looks like crap and doesn't make any sense' ye thats definitely constructive criticism >> u know, there have been lot of bombers keeping their bombs under wings, outside not in bay. some less retarded opinions ?

Re: Random WIP

Posted: 05 May 2010, 13:26
by Das Bruce
There's no consistancy, the fuselage/wings are huge bulky things, yet you have a flimsy bomb rack entirely exposed in the middle for no discernable reason.

Re: Random WIP

Posted: 05 May 2010, 14:04
by rattle
YO DAS BRUCE, I'M REALLY HAPPY FOR YOU AND I'MMA LET YOU FINISH BUT WOMBAT HAD ONE OF THE BEST THUNDER REMAKES OF ALL TIME. ONE OF THE BEST THUNDER REMAKES OF ALL TIME.