Login  Register
 



Post new topicReply to topic Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9, 10  Next
 
Author Message
 PostPosted: 04 Aug, 2011 
 

Joined: 02 Jul, 2010
Posts: 1261
Online
brandon007 wrote:
liveordie wrote:
You would have to code a check, but you will need to code it to work looking a that small block of code that's not doing a lot just calling a engine function.

Your talking to someone who doesnt have a clue about this part of coding ya know =p


Well i cant help much because im more hands on codding then pull numbers out of my head :lol:, But the function OnReflectProjectile wont be available in FA so you will have to hook OnShieldImpact or some thing then run OnReflectProjectile as a local function doing a check for which units are using it. This is mithys area of skill :wink:

_________________
Creator of SupCom2
Revamp Expansion Mod
Image
Image
Image


Top
 Profile  
 PostPosted: 04 Aug, 2011 
 
User avatar

Joined: 19 Jul, 2009
Posts: 2972
Offline
This can't be reasonably done, because FA does not track object impacts the same way that SC2 does. By the time the projectile has triggered the shield's OnCollisionCheck, its engine-reported position is well inside the shield dome, and the reflection would be from that point rather than from the edge of the shield (where the impact effect is generated). SC2 handles projectile reflection within the engine, so its solution is not exposed to lua and can't be duplicated in FA.

Seiya tried to work out a solution to this, and I offered what help I could, but I don't think he ever got it working. You're welcome to search for the thread, but if what liveordie posted is already over your head, you probably won't be able to make heads or tails of what we were working on.


Top
 Profile  
 PostPosted: 05 Aug, 2011 
 
User avatar

Joined: 15 Feb, 2011
Posts: 115
Location: Atomized by my last ACU death
Offline
I'm no Lua programmer, but would it be possible for the shield to be merely a visual effect, while using a Black Ops-style "Lambda Emitter" for the deflector field?
I figure if a local variable counted how much damage the Lambda device absorbed, and then shut it off for a period of time, (By destroying the Lambda Field unit and then respawning it after the shield has "Recharged") along with the shield effect, after taking enough damage. It could then work like the Aeon SC2 Shield, with a good chance of deflecting incoming projectiles, but letting them through occasionally.

I am not suggesting that Brandon007 plagiarize the Black Ops team's work, but I am just wondering if he could possibly use a similar system to make his Deflector Shields work.

_________________
http://www.theblaze.com/advertorial/tell-president-obama-workers-arent-your-pawns/

http://www.theblaze.com/stories/its-not-true-kansas-rep-shoots-down-al-sharptons-is-it-fair-tax-mantra-in-fiery-debate/


Top
 Profile  
 PostPosted: 05 Aug, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Yaaaa.... Thats probably not gonna happen.

Anyways, onto the original problem I had before getting my new shield to work.... Whenever I try to build something, the game freezes for half a second, athen continues like normal.

The SCU does this, And Im not sure why.


Top
 Profile  
 PostPosted: 05 Aug, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Hi,

Anyway, Teh bouncer type shield is in DMS, not fully perfected..

small fast moving projectiles CAN penetrate the shield however.. slower larger projectiles bounce off it..

http://www.youtube.com/watch?v=u2d2xR0MFio

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 05 Aug, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Domino wrote:
Hi,

Anyway, Teh bouncer type shield is in DMS, not fully perfected..

small fast moving projectiles CAN penetrate the shield however.. slower larger projectiles bounce off it..

http://www.youtube.com/watch?v=u2d2xR0MFio

This is in the new DMS? I sooo wanna make a hook for it =p With the help of DMS, I wanted to give a few of my Units a Bouncer shield =p


Top
 Profile  
 PostPosted: 05 Aug, 2011 
 
User avatar

Joined: 19 Jul, 2009
Posts: 2972
Offline
Like he said though, fast projectiles get bounced from way inside the shield. It can cause them to hit the ground inside or right next to the shield, and potentially even allow them to impact other units inside the shield.


Top
 Profile  
 PostPosted: 06 Aug, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Hi,

Mithy wrote:
Like he said though, fast projectiles get bounced from way inside the shield. It can cause them to hit the ground inside or right next to the shield, and potentially even allow them to impact other units inside the shield.


Sorry pal, that is incorrect, what i meant by penetrate the shield is that they impact the shield as normal and do not get bounced, this is intentional.. as a fast projectile should not get bounced.. (in my opinion) the problem i have with my tecnique on bouncer shields is that the slower projectiles dont hit the shield they are between 0 and 1 in distance outside the dome, obviously some projectiles look like they are hitting the shield then being bounced.. check out the fatboy projectiles, but also check out the LAB projectiles at the start when i spin the cam, you can see that these projectiles are a little distance away from the shield..
i think my implimentation of the bouncer shield is the best so far.. regards faster projectiles impacting the shield as normal and some being bounced..

i guess if we can live with the small distance thing.. then the shield is good to go and can be used, we will never be able to have a bouncer shield where the projectile hits the shield dome and is bounced because the sim works in ticks.. some projectiles travel quite a distance in 1 tick so by the time the collion is detected on the shield the projectile is inside the dome before the code to bounce it triggers

but then again, what i havent tried yet is switching the bounce code to the projeciles onimpact event.. this "might" trigger faster than the current shield impact triggering the bounce code, ill try this later to see if there is any differance.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 06 Aug, 2011 
 
User avatar

Joined: 19 Jul, 2009
Posts: 2972
Offline
Oh, you're using an outward entity, and just culling fast projectiles. Ok, I guess that works, but it just has a different set of limitations.

As for 'trigger speed', there is no such thing. All of those callback functions (OnImpact, OnCollisionCheck, OnDamage, etc) all run inside the same tick, and the projectile's location is consistent between all of them. The difference is that in the case of a 'bounce' vs an actual impact, the projectile is not being destroyed. When the projectile is destroyed (that is, actually impacting the shield, i.e. returning true in OnCollisionCheck), it is considered destroyed at the point of impact, and when the next tick happens, the point of impact is where the projectile stops (to both the sim and the render). When the collision is false and the projectile is not destroyed, and you reverse its trajectory, the position used is the position that was calculated by the engine past the collision point (inside the shield or other collision-detection entity).

Again, this is what SC2 bypasses by reporting bounced projectiles as actual impacts. You might be able to get around this by allowing the collision entity to return true, and overriding the projectile's OnImpact to not destroy, similar to what Resin did with the bouncing projectiles. It's worth a try, I suppose.


Top
 Profile  
 PostPosted: 06 Aug, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Can I just squeeze in here? This is my thread afterall XD Sorry to break things up XD

Anyways, I am having problems with the 'addition' I am having to the cybran acu. I am Using DMS to add a new Enhancement slot to the Cybran ACU.

Problem is, I got it all to work, however, the StealthGenerator and the Cloak do not work anymore. The Toggle button doesnt show up, as the new toggle appears in the same place, and the cloak effects (The Purple cloud stuff) Doesnt show up either.

Any ideas?

Script: http://pastebin.com/Nq0vJS5g
New BP: http://pastebin.com/4gz1a3HS


Top
 Profile  
 PostPosted: 06 Aug, 2011 
 
User avatar

Joined: 19 Jul, 2009
Posts: 2972
Offline
Uh, there's absolutely nothing in your script related to a cloak enhancement, or for that matter, any enhancements other than the shield. You have to manually script every enhancement you want your unit to have.


Top
 Profile  
 PostPosted: 07 Aug, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Hi Brandon,

your not hooking the units script correctly..

you need to call the old code..

http://pastebin.com/pW1rd6rV

you should be aware though that both these enhancements use the same energy consumption method, which is the maintenance consumption, this means if you have both the cloak and the shield on at the same time, and you switch one off, the other will be activated still with no energy usage, as your switching energy consumption off.. mind you this is just a theory, :)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Ok, I got a challenge for everyone, and I cant figure this out yet...

Anyone know how to non-destructively (Merge) a Unit Model?


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
brandon007 wrote:
Ok, I got a challenge for everyone, and I cant figure this out yet...

Anyone know how to non-destructively (Merge) a Unit Model?


you cant.. mission impossible!

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Domino wrote:
brandon007 wrote:
Ok, I got a challenge for everyone, and I cant figure this out yet...

Anyone know how to non-destructively (Merge) a Unit Model?


you cant.. mission impossible!

Yet you have proven that alot of things are possible =p


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
brandon007 wrote:
Domino wrote:
brandon007 wrote:
Ok, I got a challenge for everyone, and I cant figure this out yet...

Anyone know how to non-destructively (Merge) a Unit Model?


you cant.. mission impossible!

Yet you have proven that alot of things are possible =p


tell us what your trying to do, maybe there is another solution..

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Domino wrote:
brandon007 wrote:
Domino wrote:
brandon007 wrote:
Ok, I got a challenge for everyone, and I cant figure this out yet...

Anyone know how to non-destructively (Merge) a Unit Model?


you cant.. mission impossible!

Yet you have proven that alot of things are possible =p


tell us what your trying to do, maybe there is another solution..

Im trying to make a model merge of the UEF ACU. Made a couple shoulder cannons for the model, out of the Cannon upgrade model XD Doing the script/BP is easy, I just wanted to be able to non-destructivly get the model to work, so other mods can make changes to the UEF ACU, without causing problems.


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
well, the best idea is to ask the bo boys again if you can use there acu mesh...
then modify this mesh (so it has all bones need for blackops) to accomodate your attachpoints for the cannons..

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Domino wrote:
well, the best idea is to ask the bo boys again if you can use there acu mesh...
then modify this mesh (so it has all bones need for blackops) to accomodate your attachpoints for the cannons..

Thats the thing. Hawk did away with those cannons since V3.2. I decided to make my own.


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
yeah thats fine... however if you want to keep the new acu compatable with bo,
you will have to use there acu mesh.. so you keep there bones for there weapons..

after you have permission to use there acu mesh in your mod.. you can add whatever you want to this mesh... just dont remove anything or... move there attachpoints.. basicly just add your attachpoints where you want the weapons to be...

OR

just use the existing attachpoints IF there in the correct place....
and put the enhancement in the same slot as the weapons that already occupy those attachpoints... so that when your cannons are enabled... the other enhancements on those attachpoints will be removed and vise vesa...

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Domino wrote:
yeah thats fine... however if you want to keep the new acu compatable with bo,
you will have to use there acu mesh.. so you keep there bones for there weapons..

after you have permission to use there acu mesh in your mod.. you can add whatever you want to this mesh... just dont remove anything or... move there attachpoints.. basicly just add your attachpoints where you want the weapons to be...

OR

just use the existing attachpoints IF there in the correct place....
and put the enhancement in the same slot as the weapons that already occupy those attachpoints... so that when your cannons are enabled... the other enhancements on those attachpoints will be removed and vise vesa...
Uh, The ACU mesh that originally has the cannons, was a Unit hack =o Its not a BO:ACU. The model was no longer in use since V3.2.

The BO:ACUs are loaded instead of the stock ACUs when it is enabled. My ACU wouldnt get used at all if BO:ACUs was active.


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
LOL the unit wasnt a hack... its just that they prolly didnt know as much about unit meshes back then to do it properly which apparently they did else it wouldnt have been in fa...

the solution is simple.. if you want your acu to be compatable with the bo acu then your going to have to add the cannons to there mesh.. there mesh will be in your mod also.. but with the cannons added.. (so all there previous changes are still on the mesh) to keep it compatable..

if you dont want it to be compatable with the bo acu... just mod the default acu to add the cannons..

simple..

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 
User avatar

Joined: 19 Jul, 2009
Posts: 2972
Offline
You can use a blueprint merge to point the unit's appropriate bp.Display settings at an alternate mesh location, if you're wondering how to override a mesh without using a complete blueprint overwrite.

You can also make your cannon an addon unit that attaches to a specific bone on the default ACU and appears to be part of the unit, and then simply spawn and attach it in the enhancement script. This is relatively simple, but you have to make an entirely new unit for each addon.


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Mithy wrote:
You can use a blueprint merge to point the unit's appropriate bp.Display settings at an alternate mesh location, if you're wondering how to override a mesh without using a complete blueprint overwrite.

You can also make your cannon an addon unit that attaches to a specific bone on the default ACU and appears to be part of the unit, and then simply spawn and attach it in the enhancement script. This is relatively simple, but you have to make an entirely new unit for each addon.

Sort of like the Drones? They would just be turret Structures that spawn... Excellent idea =p


Top
 Profile  
 PostPosted: 22 Aug, 2011 
 
User avatar

Joined: 19 Jul, 2009
Posts: 2972
Offline
Don't make them structures though - look at the original 4th D for some ideas on how to manage attached units. 4DC may still have a unit or two that uses attached turrets, but I'm not sure.


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic Reply to topic Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9, 10  Next



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy