Repulsed? But how strong?
Moderator: Moderators
Repulsed? But how strong?
Okay, I'm excited I got repulsing to work, see video, what I don't know are good values to use and what they do.
http://www.epicedit.com/repulse.avi
As you can see, the Buzzsaw's don't have a chance, and these were values I thought would be calm!!
I brought the values down by a factor of 10 and still looked similar. I'm trying to get the same effect SJ had in his video... but obviously having issues.
So, SJ, what values did you use?
repulseenergy=?;
repulseforce=?;
repulserange=?;
repulsespeed=?;
I've tried it a few times but can't seem to get values that look decent. Not sure what "repulsespeed" indicates.
Thanks!
-Buggi
http://www.epicedit.com/repulse.avi
As you can see, the Buzzsaw's don't have a chance, and these were values I thought would be calm!!
I brought the values down by a factor of 10 and still looked similar. I'm trying to get the same effect SJ had in his video... but obviously having issues.
So, SJ, what values did you use?
repulseenergy=?;
repulseforce=?;
repulserange=?;
repulsespeed=?;
I've tried it a few times but can't seem to get values that look decent. Not sure what "repulsespeed" indicates.
Thanks!
-Buggi
energy=energy per tick per projectile being repulsed that is used
force= acceleration out from the repulser
range= max range the repulser start repulsing at
speed= max speed out from the repulser that a projectile can have for the repulser to acts on it
iirc i used something like
repulseenergy=20;
repulseforce=0.4;
repulserange=1000;
repulsespeed=10;
force= acceleration out from the repulser
range= max range the repulser start repulsing at
speed= max speed out from the repulser that a projectile can have for the repulser to acts on it
iirc i used something like
repulseenergy=20;
repulseforce=0.4;
repulserange=1000;
repulsespeed=10;
WohoO!!
I used numbers close to what SJ gave, I just dropped the radius a bit.
Three buzzsaws trying to attack...
http://www.epicedit.com/repulse2.avi
A single artillary unit... not having much luck
http://www.epicedit.com/smaller.avi
And my personal fav... The repulsers also repulse any plasma you're base creates. So don't place near anything that fires (artillary etc) or the projectiles will be deflected going OUT of your base too.
But here's a video to show the true POWER of the dark..er.. Repulsing. @_@;;
http://www.epicedit.com/incoming.avi
oooo pretty... Like the northern lights
I later built an annihilator and the laser was unaffected, no surprise there. But my artillary unit couldn't hit anything worth beans because it kept getting pushed away. Not sure the best way to tackle that issue... Have something repel plasma but still give you the ability to shoot out...
Now if there was a cool way to "draw" the limits of the forcefield.. that'd be sweet... A glowing shield of sorts. :-D
-Buggi
I used numbers close to what SJ gave, I just dropped the radius a bit.
Three buzzsaws trying to attack...
http://www.epicedit.com/repulse2.avi
A single artillary unit... not having much luck
http://www.epicedit.com/smaller.avi
And my personal fav... The repulsers also repulse any plasma you're base creates. So don't place near anything that fires (artillary etc) or the projectiles will be deflected going OUT of your base too.
But here's a video to show the true POWER of the dark..er.. Repulsing. @_@;;
http://www.epicedit.com/incoming.avi
oooo pretty... Like the northern lights

I later built an annihilator and the laser was unaffected, no surprise there. But my artillary unit couldn't hit anything worth beans because it kept getting pushed away. Not sure the best way to tackle that issue... Have something repel plasma but still give you the ability to shoot out...
Now if there was a cool way to "draw" the limits of the forcefield.. that'd be sweet... A glowing shield of sorts. :-D
-Buggi
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
GunGuns weren't all that annoying, just JarJar. And the shields were wicked cool... the Droid Destroyers were even cooler though. Now, if we can affect the physics of plasma, maybe we can make force fields that push units away. shouldn't be too hard, basically like a no-damage nuke centralized around a unit...
I've been trying to think of ways to make a jump for a unit, and my first thought was to make a no-damage weapon that fired straight down, and hope that the physics engine did the rest
However, I'd bet that it would be much more stable if i used a repulsing field...can you modify just what the field repulses?
However, I'd bet that it would be much more stable if i used a repulsing field...can you modify just what the field repulses?
-
- Posts: 578
- Joined: 19 Aug 2004, 17:38
sweet
repulsing looks awsome, i hope in the next spring update will have a list of those unused but working scripts hidden features in spring, such as the ability to repulse cannons, and the codes to make them work and where they must be used. other two features that would make ta spring awsome, those stealth fighters such as hawks, or vamps, can disable the tracking of missles, another thing that would add strategy are energy shields, where lasers, emgs, cannot go through these shields, because energy cannot get through, but solid mass can. but ofcourse i demand alot more so ill shut my traphole and maybe post for awsome additions on the mod section. either way, SWEET WORK