Jump cpabilites

Jump cpabilites

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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bobthedinosaur
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Jump cpabilites

Post by bobthedinosaur »

was just asking for some way wether it be a new script command, a fbi tag, just some way to have ground units be able to perform a jump into the air temporarily and have their hit sphere's stay with their bodies instead of staying on the ground. any idea, commenst, support ect?
esteroth12
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Post by esteroth12 »

delete me please
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bobthedinosaur
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Post by bobthedinosaur »

yah please do,
but theres stil no way around moving collision spheres
Archangel of Death
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Post by Archangel of Death »

I will inundate, I mean reward whoever does this with super sekkrit Battletech alphas and betas.

I have wondered if it would be possible to bind the hit sphere to a piece (via script perhaps? Maybe the sweetspot?) rather than whatever it bases its position off of now. On a partially unrelated note, I noticed that shields are bound to pieces defined in the query function.
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FizWizz
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Post by FizWizz »

I've said it before, and I'm telling y'all again, the absolute best possible way to get jumpjets is to get a unit to shoot itself into the air as if it got hit by an impulse weapon (though of course, the magnitude and direction of impulse would be controlled).

btw, the hit-sphere's location and size is based off of the model info in .s3o files, is it not? Why else would the unit-center X/Y/Z entries and the radius value would be there (and height, of course)?
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Argh
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Post by Argh »

Has anybody bothered writing a script that moves "base" to new XYZ and seeing if the sweetspot then moves?

Darnit, I'm going to have to make a jumping unit for NanoBlobs now...
Archangel of Death
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Post by Archangel of Death »

I have tried moving everything. Well, that stands a chance of moving the hitsphere, didn't try anything like moving random firing points or somesuch.
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Erom
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Post by Erom »

Yay! Bouncy-blob!
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Drone_Fragger
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Post by Drone_Fragger »

Heh. Heres my idea. Howabout doing a "Teleportesque" unit, Like the Wormhole generator, That when told to "special attack" Wormholes itself to the location?

Now, Battletech please! :D
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bobthedinosaur
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Post by bobthedinosaur »

too much micro manage, in the first place, and maybe an impulse self weapon with no damage might work? never thought of that fizzy
Arco
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Post by Arco »

bobthedinosaur wrote:too much micro manage, in the first place, and maybe an impulse self weapon with no damage might work? never thought of that fizzy
Wouldn't the units get damaged when they landed? As it is, units tend to explode when they get tossed into the air and hit the ground.
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bobthedinosaur
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Post by bobthedinosaur »

ive been playing with it but i cant seem to make it work so far.

it might be my weapon thats not working, but right now i just have it set up as a weapon that points straight down that should fire when ever the unit is attacking.
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Argh
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Post by Argh »

Bob, you have to set the tolerance of the weapon to 65535 for it to work (99.9% of the time, at least).

But the Real Problem is this: in OTA, we could move around the SweetSpot via COB. In Spring... I do not believe we can. In fact, it seems to totally ignore the SweetSpot code :(
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bobthedinosaur
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Post by bobthedinosaur »

yes sweet spots seem to remaind still while every thing else can be ejected miles high
Sean Mirrsen
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Post by Sean Mirrsen »

The best bet would be to make a jump button, a crapload of unit tags, and spend a good dozen hours trying to figure out how to implement that. :P I might look at it, but I won't touch it with even a 15-foot pole yet. :)
mongus
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Post by mongus »

custom weapon, custom damage, like to everything 0. mustbe activated (like dgun) and does always fire under the unit, with huge impulsefactor. could that work?
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Drone_Fragger
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Post by Drone_Fragger »

Impulse factor is applied ot default damage. Hence, Jumpweapon dmg = 1, Impulsefactor = 100, And the units hp must be less than 6000. After 6000 hp, The unit becomes un-impulseable.
Sean Mirrsen
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Post by Sean Mirrsen »

Are you sure of that? I've had plenty flying Krogoths in AA...
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unpossible
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Post by unpossible »

yeah what about the krogball mod?
Sean Mirrsen
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Post by Sean Mirrsen »

Actually, what matter is not the HP, cost or anything, but Mass. If it's not set, it gets calculated from HP and costs, AFAIK.
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