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BulletMagnet
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Posted: 17 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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oh. i forgot about the unload animations completely.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Mooilo
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Posted: 17 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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Also, none of my Titans are surviving the drop at full health from the UEF T3 transport. I haven't tested the other transports.
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BulletMagnet
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Posted: 17 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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yeah, some will and some won't be surviving at the moment.
currently, i've just equated momentum to damage, and had the mass cost as the mass of the unit. oh, there's a bug. i'm using position, not velocity somewhere.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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BulletMagnet
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Posted: 17 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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T2 engineers survive, as do Bricks.
just be careful with weak units when the transport doesn't magically vaporise; they take an extra 100 damage because the transport crashes too.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Resin_Smoker
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Posted: 17 Dec, 2009
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Joined: 01 May, 2007 Posts: 4219
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maybe "OnCollision" can be used if "OnDamage" proves to be too sensitive.
Here is a snippet from the unit phasing mod i did a while back...
Code: OnCollisionCheck = function(self, other, firingWeapon) if not self:IsDead() and self.PhaseEnabled == true then if EntityCategoryContains(categories.PROJECTILE, other) then local random = Random(1,100) ### Allows % of projectiles to pass if random <= self.BP.Defense.Phasing.PhasePercent then ### Returning false allows the projectile to pass thru return false else ### Projectile impacts normally return true end end else ### Projectile impacts normally return true end SuperClass.OnCollisionCheck(self, other, firingWeapon) end,
Resin
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BulletMagnet
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Posted: 17 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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OnCollisionCheck() is worse, IMO, than OnDamage() for this.
i still don't see why Kill() isn't good enough. i mean, if the transport is alive; all the units get to hang on, if the transport is dead; all the units go down with the proverbial ship.
i'll get to the animations and weapons Tomorrow. right now, i need sleep.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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BulletMagnet
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Posted: 19 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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bump for WIP02 release. make sure you delete your old versions as i'm using the same GUID.
[EDIT:] right, i'm probably going to make units take a specific amount of damage, irrespective of how fast they're going. reason being, everything pretty much lands at the same speed.
also, i'm going to add a dummy weapon to every transportable unit. it'll act exactly like when planes crash, but'll also when the unit is still alive. i've noticed that death weapons can use a custom damage type.
now, my question; should i use the custom damage type (add my own, and call it CrashDamage or the like) and treat it similarly to Commander armour?
[EDIT:] WIP03.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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DeadMG
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Posted: 20 Dec, 2009
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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No, just make it do 100 damage or something and leave it.
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BulletMagnet
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Posted: 20 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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currently, it's 100 damage for all units.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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BulletMagnet
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Posted: 20 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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i only tested on the Cybran ACU, but yes. the stock scripts call a function that re-enabled intel, shields, and restores animations when getting off transports. all i needed to do was call that and it was sweet.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Merak
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Posted: 20 Dec, 2009
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Joined: 11 Apr, 2007 Posts: 247 Location: Rio de Janeiro - Brazil
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It's just me or sometimes the transports just don't die when reach 0 HP?
Could you make the anims drop start before the units touch the ground by crash?
When Ctrl+K, the unit (and cargo) explode. Is it intentional?
_________________ You will suffer! You will ALL suffer!
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BulletMagnet
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Posted: 20 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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Merak wrote: It's just me or sometimes the transports just don't die when reach 0 HP? that would be just you. Quote: Could you make the anims drop start before the units touch the ground by crash? i shall try. Quote: When Ctrl+K, the unit (and cargo) explode. Is it intentional?
wait, what?
[EDIT:] oh. for a reason yet to be determined, T1 engineers are causing errors with Cybran T1 transports. maybe others too. Brick (i love to test with) work fine.
curiouser and curiouser.
[EDIT:] not sure if it's the bug you meant, Merak. but WIP04 does fix a bug.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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BulletMagnet
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Posted: 20 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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i haven't changed when the animations apply, or added an emergency drop button, but i have toyed with the blueprint values of the transports and made them much better.
they don't faff-about for several seconds when dropping off units.
at the moment, i've made the same changes to all transports. i didn't test all of them, so if there's bugs (i didn't test Aeon, or Seraphim) gimme' a yell and i'll have them fixed for WIP06.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Mooilo
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Posted: 20 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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You appear to have left a solution file and an *.suo file in the zip. They probably shouldn't affect anything, though.
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BulletMagnet
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Posted: 20 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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i do that in all my mods. it's the project files from Visual Studio.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Mooilo
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Posted: 21 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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The Continental won't pick up units or even complete move orders in WIP06. It just circles the order.
I love the emergency drop button, though.
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Nothingness
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Posted: 21 Dec, 2009
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Joined: 03 Nov, 2008 Posts: 72
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BulletMagnet wrote: i do that in all my mods. it's the project files from Visual Studio.
This is OT and I apologize but with you saying that I must ask: Is there a way to get intellisense to work with all the stuff in supcom? Or do you just use it because its your preferred editor?
And here is some On Topic stuff:
Make them take no damage and be droppable at anytime, have them land like the guys in Final Fantasy: The Spirits Within lol
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FuryoftheStars
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Posted: 21 Dec, 2009
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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I dunno how you'd go about doing it, but they should probably deal fall damage based on how big they are. I find it kind of hard seeing a Mech Marine doing as much damage to something it falls on as a Percival, for example.
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Lt_hawkeye
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Posted: 21 Dec, 2009
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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FuryoftheStars wrote: I dunno how you'd go about doing it, but they should probably deal fall damage based on how big they are. I find it kind of hard seeing a Mech Marine doing as much damage to something it falls on as a Percival, for example.
that shouldn't be too hard really, just gotta come up with some base damage value and then something like unit tech lvl * base value = dmg done
edit: after some testing(might just be me dunno) but i have found that if a transport drops off its cargo, then starts to fly away and gets shot down, the cargo is then magically teleported back onto the transport and the units then do the "bail out" as the log so wonderfully yells
edit2: also, you should look into scripting the damage so it does damage bassed off the transport's last recorded height, currently does the same amount of dmg no matter how high the trans is
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DeadMG
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Posted: 21 Dec, 2009
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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We did, and it sucked.
The fall damage shouldn't be based on pure tech level, I'd put it at relative to mass cost.
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Lt_hawkeye
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Posted: 21 Dec, 2009
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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mmm, that might work better infact.
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