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XTA 9.51

Posted: 12 Oct 2008, 13:07
by pintle
Bug fix release mainly.

http://spring.jobjol.nl/show_file.php?id=922

Props to Noruas

Re: XTA 9.51

Posted: 12 Oct 2008, 13:23
by bashar
changelog wrote: Peewee and Flash weapon
accuracy decreased by 100 percent.
:shock:

Re: XTA 9.51

Posted: 12 Oct 2008, 15:40
by Machiosabre
do they shoot in the other direction then? :D

Re: XTA 9.51

Posted: 12 Oct 2008, 16:33
by [Krogoth86]
Yeah - it's written in a modder's point of view and as such not perfect for a changelog. For those who still wonder: An accuracy value of 0 makes a weapon perfectly accurate. Any value >0 makes it less accurate...

Re: XTA 9.51

Posted: 12 Oct 2008, 18:23
by PRO_Muffy
[Krogoth86] wrote:Yeah - it's written in a modder's point of view and as such not perfect for a changelog. For those who still wonder: An accuracy value of 0 makes a weapon perfectly accurate. Any value >0 makes it less accurate...
That's no bugfix then. :P Someone thought flash were too good in the hands of someone with any amount of unit control...

Re: XTA 9.51

Posted: 12 Oct 2008, 19:21
by pintle
Flash/pw weapon fx had recently been changed so that the projectile fired much faster. This, given their previous propensity for under-leading a moving target, amounted to an accuracy buff.

Flash vs gator and ak vs pw had up until that point boiled down to arm having vastly superior dps for cost, whereas core had the capability to kite the arm units, and take x number down with minimal losses.

They now seem to function somewhat as they used to, tho I haven't had many games to test thoroughly.

Re: XTA 9.51

Posted: 12 Oct 2008, 20:39
by Noruas
Stealth is still broken.
Dragon Teeth does not work.
Con explosions are too green, has some work to do.

Re: XTA 9.51

Posted: 13 Oct 2008, 02:04
by Gota
wait with it...
a new release is coming,god knows whats gonna change..

Re: XTA 9.51

Posted: 13 Oct 2008, 02:16
by Noruas
For Xta 9.52, not released atm but coming soon.


ImageImage

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ImageImage

High Hit point units will catch fire to show progress.

Re: XTA 9.51

Posted: 15 Oct 2008, 18:11
by Gota
Add red to the fire....fire is never so bright.
Besides that...nice..

Re: XTA 9.51

Posted: 21 Oct 2008, 04:25
by VonGratz
Hi!
Is it another LUA or TAK script includes?
vonGratz

Re: XTA 9.51

Posted: 21 Oct 2008, 04:49
by SinbadEV
Someone marginally more artisticly inclined then i should make a banner of that tank.

Image

Re: XTA 9.51

Posted: 21 Oct 2008, 06:49
by Noruas
VonGratz wrote:Hi!
Is it another LUA or TAK script includes?
vonGratz
.BOS scripts, aka I guess TAK scripts.

Theres a few things I need to do, not only fx wise, but randomizing the fire, add electric sparks etc. This is the simple version if you want to dissect it, very simple at the moment vongratz, add 5 points with upspring or 3do builder onto the model numbered from ignite1 to ignite5 or depending on how much you want whatever.

Copy this near the top of the .bos script somewhere...

Code: Select all

FlameControl()
{
	while( get BUILD_PERCENT_LEFT )
	{
		sleep 400;
	}
	while( TRUE )
	{
		if( Flame1 )
		{
		emit-sfx 1024 + 2 from ignite1;
		sleep 10;
		}
		if( Flame2 )
		{
		emit-sfx 1024 + 2 from ignite2;
		sleep 10;
		}
		if( Flame3 )
		{
		emit-sfx 1024 + 2 from ignite3;
		sleep 10;
		}
		if( Flame4 )
		{
		emit-sfx 1024 + 2 from ignite4;
		sleep 10;
		}
		if( Flame5 )
		{
		emit-sfx 1024 + 2 from ignite5;
		sleep 10;
		}
	sleep 10;
	return (0);
	}
sleep 10;
return (0);
}

Flameon(Func_Var_3)
{
	start-script FlameControl();
	Func_Var_3 = get HEALTH;
	if( Func_Var_3 <= 80 )
	{
		if( Flame1 == 0 )
		{
			Flame1 = 1;
		sleep 10;
		}
	}
	if( Func_Var_3 <= 60 )
	{
		if( Flame2 == 0 )
		{
			Flame2 = 1;
		sleep 10;
		}
	}
	if( Func_Var_3 <= 45 )
	{
		if( Flame3 == 0 )
		{
			Flame3 = 1;
		sleep 10;
		}
	}
	if( Func_Var_3 <= 25 )
	{
		if( Flame4 == 0 )
		{
			Flame4 = 1;
		sleep 10;
		}
	}
	if( Func_Var_3 <= 10 )
	{
		if( Flame5 == 0 )
		{
			Flame5 = 1;
		sleep 10;
		}
	}
	if( Func_Var_3 >= 90 )
	{
		if( Flame1 == 1 )
		{
			Flame1 = 0;
		sleep 10;
		}
	}
	if( Func_Var_3 >= 90 )
	{
		if( Flame2 == 1 )
		{
			Flame2 = 0;
		sleep 10;
		}
	}
	if( Func_Var_3 >= 55 )
	{
		if( Flame3 == 1 )
		{
			Flame3 = 0;
		sleep 10;
		}
	}
	if( Func_Var_3 >= 35 )
	{
		if( Flame4 == 1 )
		{
			Flame4 = 0;
		sleep 10;
		}
	}
	if( Func_Var_3 >= 20 )
	{
		if( Flame5 == 1 )
		{
			Flame5 = 0;
		sleep 10;
		}
	}
	start-script Flameon();
	sleep 10;
	return (0);
}
Add the lines here into create()

Code: Select all

Create()
{
	hide ignite1;
	hide ignite2;
	hide ignite3;
	hide ignite4;
	hide ignite5;
	Flame1 = 0;
	Flame2 = 0;
	Flame3 = 0;
	Flame4 = 0;
	Flame5 = 0;
	start-script Flameon();
}
Make sure you have static vars.

Code: Select all

static-var  Flame1, Flame2, Flame3, Flame4, Flame5;
And last but not least name the pieces in the .bos.

Code: Select all

piece  ignite1, ignite2, ignite3, ignite4, ignite5;
I hope you find it helpful...

Re: XTA 9.51

Posted: 21 Oct 2008, 12:14
by AF
Image

Re: XTA 9.51

Posted: 21 Oct 2008, 14:42
by VonGratz
Noruas wrote: I hope you find it helpful...
As ever :!: .Many thanks :-)
vonGratz :wink:

Re: XTA 9.51

Posted: 21 Oct 2008, 17:41
by SinbadEV
AF wrote:Image
Banner, like that one at the top, not wallpaper... or are you being ironic.

Re: XTA 9.51

Posted: 22 Oct 2008, 11:42
by AF
Image

Re: XTA 9.51

Posted: 22 Oct 2008, 13:38
by pintle
could that fire be applied to unit corpses?

Re: XTA 9.51

Posted: 22 Oct 2008, 21:57
by Tribulexrenamed
If the corpse were a unit, with a cob script, then yes, it could be applied.