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Orbital Barrage spell (release candidate)

Posted: 12 Apr 2007, 21:07
by imbaczek
http://neoteric.pl/~imbaczek/spring/barrage_proper.avi
Edit: http://www.youtube.com/watch?v=Zas8pFqFM2A

Source soon, with comments and stuff so you all can start to learn how to use this most excellent Lua stuff on the mod rules and units side. There's a lot to learn, but it'll pay off.

Posted: 12 Apr 2007, 21:29
by LathanStanley
The weapon itself particle needs to be bigger in my opinion... but VERY COOL effect!

does it have an impulse factor?

what about ground decals?

just thoughts... :P

Posted: 12 Apr 2007, 21:57
by imbaczek
Dunno, I know nothing about modding spring, almost everything is lifted from Argh's MegaSheep 8)

BTW glad you like it :)

I'll need to patch spring and add something that makes a unit stay cloaked while firing, because for now the barrager is visible and targettable, which sucks.

Posted: 12 Apr 2007, 22:38
by LathanStanley
imbaczek wrote:Dunno, I know nothing about modding spring, almost everything is lifted from Argh's MegaSheep 8)

BTW glad you like it :)

I'll need to patch spring and add something that makes a unit stay cloaked while firing, because for now the barrager is visible and targettable, which sucks.
make it have an altitude of like 20^4890 power...
lol I'd like to see something actually hit it.. :P

Posted: 12 Apr 2007, 23:04
by imbaczek
tried that eariler, it had trouble with aiming ^_^

Posted: 13 Apr 2007, 10:56
by Ishach
Holy shit that looks cool O_O

Posted: 13 Apr 2007, 12:45
by imbaczek
Here's my failed attempt to make a nanoblobz mutator:
http://neoteric.pl/~imbaczek/spring/nanoblobz_lua.zip

Unless someone figures out why AA works and adding dependencies to this smallish file doesn't, the only way to check this out is to unpack nanoblobs into nanoblobs.sdd dir in mods and unpack this little zip there.

Hopefully you can make some use out of this.

Posted: 15 Apr 2007, 14:10
by Umrug
I just had to note that this looks great! :)

Posted: 08 May 2007, 09:56
by sanderbakkes
nice graphics man!

Posted: 08 May 2007, 18:15
by rattle
Tell that Argh.

Neat. You fire these weapons and set their origins and direction via LUA without depending on BOS scripts right?

Posted: 08 May 2007, 18:45
by imbaczek
No, unfortunately not. Lua AFAIK doesn't have a way to spawn a specific projectile with a given orientation and velocity (trepan: hint hint). The effect has been achieved with a custom gaia unit created by Lua, cloaked, with stealth, flying at high altitude at very low speed and shooting straight down at the target. I needed to patch spring with a tag that allows a unit to not decloak on fire and make startCloaked really mean startCloaked (which is probably wrong, but did the trick for me). Also, other units would _still_ target the invisible unit; I've submitted a patch for that, too. (Don't know if any of them was accepted.)

The countdown on the Lord's command was achieved with a BOS timer function which fired a Lua function every second. See the source package for reference, I put some comments inside.

(Oh, and argh does cool graphics, that's true 8) Bonus points for making Nanoblobs GPL, so I could hack it and not worry about stupid lawyer stuff.)

Posted: 08 May 2007, 18:54
by trepan
imbaczek
I've already started some work on lua projectile control, but
it is low priority. I'd much prefer to get the unit / feature / misc
stuff cleaned up some more first. I really don't need hints as to
would could or should be done... I've got plenty of ideas all of
my own ;-)

You should probably use Spring.SetUnitNoDraw() instead of
cloaking, it completely disables rendering for the unit (for both
cloaked and uncloaked modes).

Posted: 08 May 2007, 19:12
by imbaczek
I kinda believe you do have your own ideas based on screenshots you post :twisted:

NoDraw is interesting, but I also need NoTarget or sth. Since I don't know enough about fbi - is it possible to do there? BadTargetCategory or sth?