Animation, Weapons, and Other questions

Animation, Weapons, and Other questions

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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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Animation, Weapons, and Other questions

Post by Tribulex »

I have a few questions. How can I change the rotation point of a piece of an s3o. I have tried many things in many programs (including maya, 3dsmax, upspring, and blender) to no avail.

Secondly, how do I limit the aiming area. For example, I do not want the head of my unit, which attacks, to rotate all the way around, just to be able to sweep back and forth in a 90 degree range (45 in each direction), and some up and down limits as well.

Thirdly, how do I make a unit fps-able. I cannot fps my unit.

Fourthly, my unit will attack other units, but does no damage. Why is that? I have very minimal files so chances are something is missing somewhere.

Weapondef from unit lua:

Code: Select all

  weapons             = {
    {
      def                = [[WEAPON]],
      mainDir            = [[0 0 1]],
      maxAngleDif        = 60,
    },
  },
  
  weaponDefs          = {

    WEAPON = {
      name                    = [[Bite]],
      areaOfEffect            = 8,
      craterBoost             = 0,
      craterMult              = 0,
      damage                  = {
        default = 80,
      },
      impulseBoost            = 0,
      impulseFactor           = 0,
      lineOfSight             = true,
      noSelfDamage            = true,
      range                   = 30,
      reloadtime              = 1.8,
      tolerance               = 5000,
      turret                  = true,
      WeaponType              = [[Melee]],
      weaponTimer             = 0.1,
      weaponVelocity          = 500,
    },

  },
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Animation, Weapons, and Other questions

Post by yuritch »

Rotation point is piece origin. It's shown by a colored dot when the piece is selected. You can move it around in upspring by checking the 'Only move origin' checkbox.

Weapon restrictions: your file already has them, restricted to 60 degree cone pointed directly forward.

As for FPS: afaik only units with weapons can be fps'd. So if yours cannot, that means your weapons aren't working.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Animation, Weapons, and Other questions

Post by Forboding Angel »

You can't fps it because you're missing something in your weapons script.

weapons = {
[1] = {
def = "lightlaser",
},

Secondly, you set object origins in upspring. The most buggy annoying psuedo modeling program ever developed. But once you learn how to use it, it's not too much of a pain in the ass, except that there is no ctrl+z.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Animation, Weapons, and Other questions

Post by jK »

Forboding Angel wrote:You can't fps it because you're missing something in your weapons script.

weapons = {
[1] = {
def = "lightlaser",
},
...
}
The "[1] =" isn't needed, CA just use it to simplify the reading, so you directly see which weaponnum it is w/o counting the previous items.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Animation, Weapons, and Other questions

Post by Gnomre »

Forboding Angel wrote:Secondly, you set object origins in upspring. The most buggy annoying psuedo modeling program ever developed.
Someone never used 3dobuilder :D
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Animation, Weapons, and Other questions

Post by Peet »

Forboding Angel wrote:You can't fps it because you're missing something in your weapons script.

weapons = {
[1] = {
def = "lightlaser",
},

Secondly, you set object origins in upspring. The most buggy annoying psuedo modeling program ever developed. But once you learn how to use it, it's not too much of a pain in the ass, except that there is no ctrl+z.
Seems to me there is an undo function and it can undo pretty much anything. Like loading a file.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Animation, Weapons, and Other questions

Post by Tribulex »

Lol so basically there are no answers? Ill post some screens showing that upspring is not working later when i dont have class.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Animation, Weapons, and Other questions

Post by FLOZi »

d_b wrote:Lol so basically there are no answers? Ill post some screens showing that upspring is not working later when i dont have class.
yuritch answered all your questions, succinctly and accurately.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Animation, Weapons, and Other questions

Post by Tribulex »

Any ideas whats wrong with my weapon?
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Animation, Weapons, and Other questions

Post by rattle »

You didn't assign it properly to the unit or something else
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Animation, Weapons, and Other questions

Post by Tribulex »

NEVERMIND I FIXED IT!!!! YAY!!!!!


I just looked at what ca did, and i used a Cannon instead of Melee with an empty explosion. Wow I have never been so happy over such a simple accomplishment in my whole life.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Animation, Weapons, and Other questions

Post by SpikedHelmet »

That's basically the pinnacle of Spring content development. A roller coaster ride of bitter frustration and silly undeserved feelings of triumph and grandeur.
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Animation, Weapons, and Other questions

Post by Erik »

Nice words :D
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Animation, Weapons, and Other questions

Post by Tribulex »

Sweet now I can stage epic battles between tremendous legions of ants. What a satisifying accomplishment.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Animation, Weapons, and Other questions

Post by Saktoth »

Melee doesnt work AFAIK (or at least this seems to confirm that it doesnt).

Cannon is subject to gravity though, i suggest you use LaserCannon or BeamLaser (we just havent converted the chickens yet, and they both present their own problems, such as overshoot and range damage falloff, which can be overridden in the second case by minintensity=1).
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Animation, Weapons, and Other questions

Post by Argh »

Melee does not obey aiming conditions.

BeamLaser is the least-expensive way to do this. Only use Cannon when you need ballistic projectile behavior.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Animation, Weapons, and Other questions

Post by Tribulex »

Saktoth wrote:Melee doesnt work AFAIK (or at least this seems to confirm that it doesnt).

Cannon is subject to gravity though, i suggest you use LaserCannon or BeamLaser (we just havent converted the chickens yet, and they both present their own problems, such as overshoot and range damage falloff, which can be overridden in the second case by minintensity=1).
K thx. But honestly it doesnt make much of a difference in my case. I'll keep this in mind though if it becomes a problem.
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