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 PostPosted: 21 Feb, 2011 
 
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Volgun wrote:
Resin_Smoker wrote:
Volgun wrote:
the only thing i can think of is that beam weapons shouldn't make the units shoot up it to the air (like an explosion at the feet forcing them up would) and should be pushed back in the direction of the beam with little height since most beam weapons are firing down at the units (pushing them into the ground) or are at the same level


The problem with this is that when receiving damage that you can't tell what type of weapon its from.... just the damage type.

Consider this though.... beam weapon hits unit and causes an explosion on the unit, due to the super heating of that units armor.

just a though...

Resin

after i posted i did think that beams can cause explosion but that would mainly affect units around the point of impact rather the thing it is hitting directly.


A realistic energy beam would vaporize a section of the unit on contact... that vaporization would definetly be very explosive.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 21 Feb, 2011 
 
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Just use a Blueprints.lua hook that looks for continuous beam weapons (BeamLifetime and BeamLifetime <=0) and changes their damagetype to 'ContBeam' or something. Skip WOF on those, as they're what will look funny.


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 PostPosted: 21 Feb, 2011 
 
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Well, Im guessing that all units in the game aren't powered by solar panels or miscroscopic wind turbines, so there has to be some kind of internal engine or reactor-majig. So when a laser or beam weapon pierces the hull and damages the oojer-mawotsit it creates an explosion. I think that makes some sense :lol:

But hey, if Mithy's idea works then all the better!

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 PostPosted: 21 Feb, 2011 
 
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Manjensan wrote:
Well, Im guessing that all units in the game aren't powered by solar panels or miscroscopic wind turbines, so there has to be some kind of internal engine or reactor-majig. So when a laser or beam weapon pierces the hull and damages the oojer-mawotsit it creates an explosion. I think that makes some sense :lol:

But hey, if Mithy's idea works then all the better!


Yeah it would work...but i dont want to rewrite every aspec of the game just because of a minor detail like this. One thing change could also do, is make the WOF incompatable with other mods. This is always a danger when changing this much of the games lua especialy when altering units.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 22 Feb, 2011 
 
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I wouldn't worry too much about that, since there are pretty much no mods that use damagetype due to how useless the armor system is.

If you're that worried about compatibility, you could use a tagging system in DamageType, where you append a special character to the beginning of every continuous beam DamageType in Blueprints.lua (something that's unlikely to be used in an actual damagetype name, like '@') and then look for that character in an OnDamage or DoTakeDamage hook using string.sub(damageType, 1, 1), strip it off if found using damageType = string.sub(damageType, 2), run existing OnDamage/DoTakeDamage, and skip WoF on that unit. So the damagetype is completely preserved.

This assumes you're using a health calculation in OnDamage or DoTakeDamage to do WoF, but since you need the vector, that's a pretty safe bet.


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 PostPosted: 23 Feb, 2011 
 
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I now have air units sinking and creating reclaimable corpses.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 23 Feb, 2011 
 
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Add experamental flying units to that list..... Yes that means the CZAR leaves a corpse after impacting the water and sinking to the bottom.

Created special effects for the lot of them as well.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 23 Feb, 2011 
 
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Special Effects huh? Like the flames etc. that come out the back when units get "WOF'd" (it's a tehnical term).

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 PostPosted: 23 Feb, 2011 
 
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Resin_Smoker wrote:
I now have air units sinking and creating reclaimable corpses.

Resin


so you combined it with your aircraft wreckage mod?


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 PostPosted: 23 Feb, 2011 
 
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Volgun wrote:
Resin_Smoker wrote:
I now have air units sinking and creating reclaimable corpses.

Resin


so you combined it with your aircraft wreckage mod?


The Aircraft wreckage mod is dead... WOF is superior.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 27 Feb, 2011 
 
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Just want to say that I love the mod, I've played quite a few games with it and haven't spotted any bugs as yet. I'll let you know if I see anything.


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 PostPosted: 03 Mar, 2011 
 

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just wondering if a mod adds units will these units still be affected by WOF if they are both active? (like blackops for example)


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 PostPosted: 04 Mar, 2011 
 
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3/4/2011

Update V0.5 Public beta avalible from the first page.

Added

-Support for sinking structures
-Support for all non-naval units to sink.
-Reworked the WOF caps slightly... Still very much WIP though.

There are still a few bugs in this so any support i can get is welcome.

Resin_Smoker

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 04 Mar, 2011 
 
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darkova wrote:
just wondering if a mod adds units will these units still be affected by WOF if they are both active? (like blackops for example)


It appears to, yes.


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 PostPosted: 04 Mar, 2011 
 
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I played a 1v1 game vs Sorian AI with version .4 and I gotta say its sweet :D . I trapped the AI completely after about 45 minutes and if anything just the effects are so cool! Battles are so immersive with close quarters fighting and an artillery shell splashes clearing the way for but a moment before the mech marines charge in letting it lose bringing down the enemy lines.

I'll be getting the next version see how it goes. Best mod in my opinion and compatible with other stuff :D

Ion

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 PostPosted: 05 Mar, 2011 
 
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Anyone try crashing a Czar into the water yet ?

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 05 Mar, 2011 
 

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Hi,

WOOT NICE JOB PAL! TOTALLY AWESOME!!!

love this mod! :D

well done!

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 PostPosted: 05 Mar, 2011 
 
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No word of a lie, that Czar in water crash was so epic, Im in hysterics. This sounds awfully cliché, but im actually at a loss for words. When you said you added affects to the crash, I thought you meant something like a trail of smoke. Sorry I cant say much more, but I have to get back in game so I can do it again!!! :lol:

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 PostPosted: 05 Mar, 2011 
 
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Can someone upload a video demonstrating all of the current features? I would love to try this myself, but my laptop can't run forged alliance and my desktop is inaccessible. When everyone says "ZOMG this is awesome", I get anxious to know wtf is going on.
Bonus points for good background music.
Thanks :P

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 PostPosted: 06 Mar, 2011 
 
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There is a basic video on the first page of this thread.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 06 Mar, 2011 
 
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I think he meant more along the lines of the Czar, but I suppose that's an insentive to install the mod :twisted:

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 PostPosted: 06 Mar, 2011 
 
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Manjensan wrote:
I think he meant more along the lines of the Czar, but I suppose that's an insentive to install the mod :twisted:



There are two issues here with this...

1) He already said his laptop wont run FA.

2) I'm on deployment in Italy and hance i have a very crappy internet connection. Last time i made a video to upload for youtube (Blackhole video) it took just over 8 hours to get the thing loaded.

Unless someone else is will to make a few short videos and PM me the links, It's not something that practical for me to do ATM.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 06 Mar, 2011 
 
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Manjensan wrote:
No word of a lie, that Czar in water crash was so epic, Im in hysterics. This sounds awfully cliché, but im actually at a loss for words. When you said you added affects to the crash, I thought you meant something like a trail of smoke. Sorry I cant say much more, but I have to get back in game so I can do it again!!! :lol:


Like i said before... this is a Beta mod. By the time we have a completed "public" release I expect the following:

-Full WOF support for all land baded modile units. (Done)
- All units that impact or die on the water, sink and do custom death events. (All but naval units done)
-Air transports break apart when killed. (An idea from Domino)
- The 4th-D unit explosions become fulling intergrated into 4DC-WOF.... I plan on totaly revemping all of this as well to improve the visual look and performance.
-Support for the majority of 3rd party mods. (4DC, Black-Op's, Bullet's overkill mod, total veterancy ect)

Resin_Smoker

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 06 Mar, 2011 
 

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well besides the overkill mod (dont have it) ive run all 3 mods you just mentioned with this one at once and it seems to work fine


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 PostPosted: 06 Mar, 2011 
 
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darkova wrote:
well besides the overkill mod (dont have it) ive run all 3 mods you just mentioned with this one at once and it seems to work fine


The only way to know for sure it to monitor the log... Most often you'll not see the error pop up in game unless it's really bad.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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