Unit request: Heavy rocket kbot - Page 4

Unit request: Heavy rocket kbot

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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

it s really nice
sure spring need medium poly count !
but i m feared this reduce frame rate
i prefere a low poly game with 2000 unit
think about the mass unit rts are cossacks(2d) or totalA (or the locked moonproject)!!!
for me since the realese of totalA mechwars is only a little parts
and know the dream come to real with spring(come because i can t play with winme...)
notice it exist in mechwar two type of walker : the humanoid(awfull) and the chickens (maybe nices)but no quad or hexapods !!!
i like fido and the clonewars(starwarmovie) dropshiping look like a totalA (spring) game
NEED a weaponery on flying dropships
and heavys dropships too
supracommander dropship with 16 peewee is very cool but a little bit more long for be stealth
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I didn't say I WANTED A MADCAT, just a madcat like rocketpod since it would fit the rocket system SJ is developing opposed to the revolving launcher.

If I wanted a MadCat i'd model one my self...
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

the madcat is a model but he hav a styl like rocket toro and armgun
for me it s abnormal
gun need be heavy mounted and rocket recoiless and light weight can hav a light suport
but mech conceptors seems hav no realistics ideas in ...mechanics laws
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Sorry, I was just making a suggestion. By the way I was thinking about when I sall the video of what the SJ came up with, and thought of a perfect unit that could use that type of rocket. In ep II attack of the clones, the Hailfire droid has rocket pods that launch rockets at random targets, kinda like how the kbot fires in the video SJ made. I think you should try making it be able to target multible units with each salvo(at least for the hailfire droid). That would look sweet.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Hehe, I do indeed plan on using those tags for the Hailfire tank in SWTA :)
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

it seems maybe possibility can be scripted in bos/cob and i m searching for docs
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

What are the parameters going to be/what do they do?
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

IIRC, there are two parameters.

the first defines a wobble-turnrate. The missiles will randomly turn with this turnrate in random directions as they fly.
The second is a arcing angle (or the tangens of it). setting it to 1 will result in a 45 degree arc.


Now things i want to know: Does wobble turnrate work together with non-balistic missiles? Could a missile follow a target but randomly wobble around the beeline?

And does the arcing work directly from the beginning of the launch, or can it be retarted (start to arc in a certain height)....
(because i REALL would like to see ICBMs instead of those silly "straight up and than beeline" nukes. A nice parabolic arc would be much cooler...
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

yeah a sub launch icbm with a randomly jump out of water and a brutal accelerat ....it s so ....emotional
hm!....
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Another small-ish request to the SJ's, support for multiple unit responses, i'm sure SWTA has them and I know that WD uses them for units and esspecially infantry, so we are not stuck with infantry that only says 1 thing for responses. :)

I didn't get the chance to model the new bot but I will get it done later today, or atleast start it...
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

if you talk about sound it seems be an important cause of lag
and the same as high/low poly unit work must be do
personaly i change all my ota sound for use onle 1/10sec fire sound
i suggest:
high or low sound for sound card user like musicmans(not me so)
change sound quality with a sound count (10 units with bad sound lag more 100 "vulcan")
the long sounds can be use in 3 first minute game!
and make a far/prox sound
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

speaking of which, multiple unit responses are not supported currently...

It's quite easy to implement AFAIK.

Code: Select all

LoadSound(sunparser, ud.sounds.ok, "ok1");
	LoadSound(sunparser, ud.sounds.ok, "ok2");
	LoadSound(sunparser, ud.sounds.ok, "ok3");
	LoadSound(sunparser, ud.sounds.ok, "ok4");
	LoadSound(sunparser, ud.sounds.ok, "ok5");
	LoadSound(sunparser, ud.sounds.ok, "ok6");
	LoadSound(sunparser, ud.sounds.ok, "ok7");
	LoadSound(sunparser, ud.sounds.ok, "ok8");
	LoadSound(sunparser, ud.sounds.select, "select1");
	LoadSound(sunparser, ud.sounds.select, "select2");
	LoadSound(sunparser, ud.sounds.select, "select3");
	LoadSound(sunparser, ud.sounds.select, "select4");
	LoadSound(sunparser, ud.sounds.select, "select5";
	LoadSound(sunparser, ud.sounds.select, "select6");
	LoadSound(sunparser, ud.sounds.select, "select7");
	LoadSound(sunparser, ud.sounds.select, "select8");
	LoadSound(sunparser, ud.sounds.arrived, "arrived1");
	LoadSound(sunparser, ud.sounds.arrived, "arrived2");
	LoadSound(sunparser, ud.sounds.arrived, "arrived2");
	LoadSound(sunparser, ud.sounds.arrived, "arrived3");
	LoadSound(sunparser, ud.sounds.arrived, "arrived4");
	LoadSound(sunparser, ud.sounds.arrived, "arrived5");
	LoadSound(sunparser, ud.sounds.arrived, "arrived6");
	LoadSound(sunparser, ud.sounds.arrived, "arrived7");
    LoadSound(sunparser, ud.sounds.arrived, "arrived8");
	LoadSound(sunparser, ud.sounds.build, "build");
	LoadSound(sunparser, ud.sounds.activate, "activate");
	LoadSound(sunparser, ud.sounds.deactivate, "deactivate");
	LoadSound(sunparser, ud.sounds.cant, "cant");
	LoadSound(sunparser, ud.sounds.underattack, "underattack");
}
I dunno if there would actually have to be any code to randomize the responses...

Also, is there any chance we can have a new projectile for for ballistic weapons that use models? so not all ballistic weapons are plasma guns?

Like: shell=1; instead of Ballistic=1; for 3D ballistic shells? they could just use the same physics of ballistic shells, also why don't bombs support 3D models? I mean they are dropping plasma balls too now :P

Another nice feature could be randomized fire/hit sounds, esspecially for rapid fire guns such as EMG.

Could be like:

Soundstart=bang1;
Soundstart2=bang2;
soundstart3=bang3; etc

same could be done for soundhit, just a thought :)

Ehhh, i'll get back on subject now...

Image

I called it Raven, more suitable for OTA, it needs a walk script though, so any takers? otherwise i'll mess with it, but I am not too great with it...
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

like this kind of chicken kbot
about balistic notice when you use a long 3dshell the descending phase not point the nose to ground !
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

emmanual, I know, but this unit is for Spring remember? not original TA :)
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

I think he's saying there's a bug in these "ballistic" missiles, that the missiles don't turn depending on their current location on the arc. Based on my intepretation of what he said:

Image
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

that was an annoyance in TA... was hoping it would be fixed in Spring. *whipcrack* :P
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I know that is what he meant, but in spring that is not the case since there is no way to make missiles ballistic, it's either ballistic plasma or a missile that is LOS.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well, here is the new version:

http://www.fileuniverse.com/?p=showitem&ID=1505

The Raven! (not a chicken) :P

Image

Enjoy :)

SJ, feel free to tweak the weapon/unit stats if you intend to include it in XTA :)
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Ah yes this one looks better.

The rockets seems to have gotten the opposite problem now though, the flame is far behind them instead of being in the middle of them.

Also should it really be that big, it look a bit strange in the lab and also it makes the leg animation move a bit to fast for the actual walk speed I think (maybe that happens on all units I havent looked so closely)

edit:

You might also want to try to script it so if fire a whole salvo from one pod and then switching to the other. The reason being that it cant abort firing in mid salvo but it will only check for friendly fire from the pod that was given at the start of the salvo.

Interesting sounds btw :)
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

How does spring determine were the flame is placed anyway? I can't seem to figure that out...

I do agree, it's a little big, probably main cause for it's friendly fire problems, i'll reduce the size by atleast 50%

To solve the problem with salvo firing, I will need to make the weapon non-burst since Spring pretty much decides that a burst should switch to the other gun during firing, it shoots 3 missiles from each launcher :(

I could also try to make the burst fire 3 missiles or so.

i'll mess around i'll upload the new version when it's done, btw the walk script is heavilly based on the AK's since i'm not really a walk-scripter and don't have the tools to make it work very well (I don't think I have the pattience to script one manually)
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