Battlestar Galactica - Page 5

Battlestar Galactica

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Battlestar Galactica

Post by Forboding Angel »

In upspring you need to flip the UV.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Battlestar Galactica

Post by rattle »

Or use DDS to overcome that. :P
daan 79

Re: Battlestar Galactica

Post by daan 79 »

ok to start up this topic a bit. I managed to get 30 units in the game with the right textures. Well basically i dont care if this topic is almost dead i just gonna put a bos file her witch i gonna compile. Script with wings1 wings2 in it i removed. i am not sure i can remove the pieces.

http://pastebin.com/d4cd726d9

Yes its a hawk cob uncobbed to bos that got all the wings animation ripped out of it. I wanted to get rid of the ()killed script and replaced it with stuff argh advised me some 40 years ago. So yeah i am ready to let the cylons get fucked and killed simultanuly! did i say that.

frak..
daan 79

Re: Battlestar Galactica

Post by daan 79 »

I didnt pastebin this fiper fbi but i will pastebin the bos file i compiled.

My trouble is the viper behaves cool but wont shoot cylon garbage!

Could this be the trouble?

original fighter

Base
reartrust
wings2
wings2trust
flare2
wings2
wings2trust
flare1

My fighter

Base
middle
reartrust
wings2trust
flare2
wings2trust
flare1

Note i removed all the script that used the wings pieces i believe be removing the ()killed script and the animation of wings script.

[UNITINFO] // Generated with TAS Modit v2.2 Beta
{
name=Freedom Fighter;
objectname=HViperMK2.s3o;
unitname=HviperMK2;
buildcostenergy=2687;
buildcostmetal=68;
buildtime=4077;
category=ARM VTOL MOBILE WEAPON NOTSUB CTRL_P CTRL_O CTRL_W NOTSHIP ANTIEMG ANTIGATOR ANTILASER ANTIFLAME LEVEL1 NOTLAND ALL;
description=Fighter;
footprintx=2;
footprintz=2;
maxdamage=150;
side=Humans;
soundcategory=ARM_VTOL;
tedclass=VTOL;
brakerate=7.5;
acceleration=0.42;
canmove=1;
maxvelocity=9.64;
maxslope=10;
turnrate=891;
cruisealt=110;
energymake=0.7;
energystorage=0;
energyuse=0.7;
metalstorage=0;
CanAttack=0;
canfly=1;
canattack=0;
canstop=1;
idletime=1800;
idleautoheal=5;
sightdistance=530;
weapon1=ARMVTOL_MISSILE_A2A;
explodeas=SMALL_UNITEX;
selfdestructas=SMALL_UNIT;
maxwaterdepth=255;
smoothanim=1;
buildpic=HviperMK2.DDS;
icontype=air;
bmcode=1;
noautofire=0;
seismicsignature=0;
firestandorders=1;
standingfireorder=2;
defaultmissiontype=VTOL_standby;
canpatrol=1;
mobilestandorders=1;
standingmoveorder=1;
canguard=1;
steeringmode=1;
maneuverleashlength=1280;
bankscale=1;
moverate1=8;
collide=0;
}



Here is the original BOS file i compiled

http://pastebin.com/m90f64

Note All the .h files that came with the scripter were all in the option include folder. (i ment it was set right)

greetz daan

Image
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Battlestar Galactica

Post by smoth »

HOLY CRAP WELCOME BACK!

Where is your weapon def? if it is a turret=1 weapon you need aimprimary/aimweapon1 to aim it.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Battlestar Galactica

Post by Peet »

daan 79 wrote:My trouble is the viper behaves cool but wont shoot cylon garbage!
The bos is missing aimprimary()
daan 79

Re: Battlestar Galactica

Post by daan 79 »

oh and canattack is ofcourse 1 in original my bad
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Battlestar Galactica

Post by smoth »

see if adding an aim primary fixes it it.
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Hoi
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Joined: 13 May 2008, 16:51

Re: Battlestar Galactica

Post by Hoi »

Peet wrote:The bos is missing aimprimary()
smoth wrote:see if adding an aim primary fixes it it.
:wink:
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Battlestar Galactica

Post by smoth »

Hoi wrote:
Peet wrote:The bos is missing aimprimary()
smoth wrote:see if adding an aim primary fixes it it.
:wink:
hoi, read my post above peet's, I already said that. I am waiting for daan to tell us if that was the issue.
daan 79

Re: Battlestar Galactica

Post by daan 79 »

Tx for the warm welcome :D

well i take the advise for granted but i figured a possible solution but i am not sure if when it affects the weapon shooting would result to.

The script replaces the place where the weapon shoots from by animation(streching the wings out) This means spring is relocating the place of the piece of the gun. Only because i removed the whole activatoranima script it wont take that place in my fighter.

This also would explain why ther is no smoke since the smoke is also attached to the same piece.

InitState()
{
statechg_DesiredState = TRUE;
statechg_StateChanging = FALSE;
}

RequestState(requestedstate, currentstate)
{
if( statechg_StateChanging )
{
statechg_DesiredState = requestedstate;
return (0);
}
statechg_StateChanging = TRUE;
currentstate = statechg_DesiredState;
statechg_DesiredState = requestedstate;
while( statechg_DesiredState != currentstate )
{
if( statechg_DesiredState == 0 )
{
call-script activatescr();
currentstate = 0;
}
if( statechg_DesiredState == 1 )
{
call-script deactivatescr();
currentstate = 1;
}
}
statechg_StateChanging = FALSE;
}

I am probelly total wrong here i will try to add weaponaim. Pity the original script doesnt have the tag in its bos aswell.

Tx for fast help all. Hoi supporting me in moddev just got overexcited Smoth.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Battlestar Galactica

Post by smoth »

ignore the state change stuff that has nothing to do with a combat unit and should be removed. Can you post your weapon code?
daan 79

Re: Battlestar Galactica

Post by daan 79 »

sure with plesure!

http://pastebin.com/d2d7c3a73

this is the original uncobbed bos

this is the part i also used

FirePrimary()
{
gun_1 = !gun_1;
}

QueryPrimary(piecenum)
{
piecenum = gun_1;
}

SweetSpot(piecenum)
{
piecenum = base;
}
daan 79

Re: Battlestar Galactica

Post by daan 79 »

fuck i just relise my base piec ecalled body....

me hammers my head
daan 79

Re: Battlestar Galactica

Post by daan 79 »

Oke i changed the body in to bas ein the model, seems not make a differnece. seems to only removed the areaattack botton.

Sorry for the screw up.

Image
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Battlestar Galactica

Post by smoth »

the weapon tdf where you define the weapon, I can see the cob code.
daan 79

Re: Battlestar Galactica

Post by daan 79 »

Goooooodmorning yall

Well here is some win in my learning phase :D finally

Smoth you pushed me in the right direction i needed a weapon.tdf and not a noweapon.tdf :D.

Image

This image shows smoke. Because i also put some bitmaps and other folders in my mod folder. I also tried to put sound in ther not sure that worked yet. Ther is no attack button but the fighters attack when target is in site and when i press area attack.

I prefer this script over the gunships script since we talking about real viper manouvers. But ther is a little kamikazi goign on i guess when they gonna attack a bigger object. I really would think its a step back to choice for that reason to use the gunship script.

Fire Smoke Tx Smoth

Image

What this fighters need next is to let them spit fire in the back and to let them accelerate on a different way when starting the engines but thats for a later order. I think i will test soon what they do and how to solve possible conflicts when fighters target big objects.

I could also use a little input from how i should work further from this. I wanna scale some units i made them all same size to have some fisible advantages when testing. Maybe somebody wanna vent ther ideas about how huge this battlestaer could be. I dont matter if its huge.

greetz daan
daan 79

Re: Battlestar Galactica

Post by daan 79 »

i have a little request

I am not so much of a texture hero myself

But i got a texture and a model for galactica that can be used to refabricate.

It seems because the model was very high to start with i sized it down if someone wanna give it a try you'd be my hero!
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Battlestar Galactica

Post by Hoi »

If you only uniform scaled the model the texture will be exactly the same :wink:
daan 79

Re: Battlestar Galactica

Post by daan 79 »

well i ment i cut it down from 10 k poly to say 3 k poly

sorry about that
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