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Resin_Smoker
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Posted: 21 Feb, 2011
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Joined: 01 May, 2007 Posts: 4219
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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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Mithy
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Posted: 21 Feb, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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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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Manjensan
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Posted: 21 Feb, 2011
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Joined: 23 Dec, 2010 Posts: 202 Location: UK, London, MI5 HQ
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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  But hey, if Mithy's idea works then all the better!
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Resin_Smoker
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Posted: 21 Feb, 2011
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Joined: 01 May, 2007 Posts: 4219
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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  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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Mithy
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Posted: 22 Feb, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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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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Manjensan
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Posted: 23 Feb, 2011
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Joined: 23 Dec, 2010 Posts: 202 Location: UK, London, MI5 HQ
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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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Volgun
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Posted: 23 Feb, 2011
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Joined: 20 Jul, 2010 Posts: 114 Location: Millhouse green, England
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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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Sam37
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Posted: 27 Feb, 2011
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Joined: 24 Apr, 2007 Posts: 190 Location: Bangor NI, UK
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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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darkova
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Posted: 03 Mar, 2011
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Joined: 06 Jun, 2010 Posts: 30
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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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Sam37
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Posted: 04 Mar, 2011
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Joined: 24 Apr, 2007 Posts: 190 Location: Bangor NI, UK
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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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Ion
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Posted: 04 Mar, 2011
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Joined: 09 Nov, 2008 Posts: 215 Location: New Earth
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I played a 1v1 game vs Sorian AI with version .4 and I gotta say its sweet  . 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 Ion
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Domino
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Posted: 05 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, WOOT NICE JOB PAL! TOTALLY AWESOME!!!love this mod!  well done!
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Manjensan
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Posted: 05 Mar, 2011
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Joined: 23 Dec, 2010 Posts: 202 Location: UK, London, MI5 HQ
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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!!! 
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K-lord
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Posted: 05 Mar, 2011
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Joined: 02 May, 2007 Posts: 324
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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 
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Manjensan
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Posted: 06 Mar, 2011
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Joined: 23 Dec, 2010 Posts: 202 Location: UK, London, MI5 HQ
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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 
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Resin_Smoker
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Posted: 06 Mar, 2011
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Joined: 01 May, 2007 Posts: 4219
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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!!!  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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darkova
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Posted: 06 Mar, 2011
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Joined: 06 Jun, 2010 Posts: 30
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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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