View unanswered posts | View active topics It is currently Thu Dec 12, 2024 3:44 am



This topic is locked, you cannot edit posts or make further replies.  [ 225 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10, 11, 12 ... 15  Next
 ***Ballistic Weapons: Mercenaries!*** 
Author Message
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: ***Ballistic Weapons: Mercenaries!***
Based off geti's code, you can just change ZeroG.lua in BW.rte/Maps to get better Zero Grav for every one who change their DeltaTime to this:
Code:
function Create(self)
    x = self;
end

function Destroy(self)

end

function Update(self)
    --Any actor inside this will get his vertical velocity reduced from the scenes gravity or something. Zero gravity is what it does anyways.
   for actor in MovableMan.Actors do
       if (actor.Pos.X >= self.Pos.X - 48) and (actor.Pos.X <= self.Pos.X + 48) and (actor.Pos.Y >= self.Pos.Y - 49) and (actor.Pos.Y <= self.Pos.Y + 49) then
      actor.Vel.Y = actor.Vel.Y - (SceneMan.GlobalAcc.Y * TimerMan.DeltaTimeMS) --NOTE, that typo is an accident so watch when youre using this variable. It has a C where a B is due.
      --actor.Vel.Y = actor.Vel.Y - SceneMan.Scene.GlobalAcceleration.Y
       end
   end
   --Same for items
   for item in MovableMan.Items do
      if (item.Pos.X >= self.Pos.X - 48) and (item.Pos.X <= self.Pos.X + 48) and (item.Pos.Y >= self.Pos.Y - 49) and (item.Pos.Y <= self.Pos.Y + 49) then
       --item.Vel.Y = item.Vel.Y - SceneMan.Scene.GlobalAcceleration.Y
      item.Vel.Y = item.Vel.Y - (SceneMan.GlobalAcc.Y * TimerMan.DeltaTimeMS)
      end
   end
end


Thu May 21, 2009 5:39 am
Profile
User avatar

Joined: Wed May 20, 2009 12:46 pm
Posts: 40
Location: At a secret laboratory dividing by zero
Post Re: ***Ballistic Weapons: Mercenaries!***
This is an awesome mod well worth the wait, i love the blind fire mechanic you've gone for, same with the vortex grenade and the rail rifle is possibly the greatest sniper ever


Thu May 21, 2009 7:30 am
Profile
User avatar

Joined: Mon Jun 30, 2008 9:13 pm
Posts: 499
Location: Finland
Post Re: ***Ballistic Weapons: Mercenaries!***
I did that already. The problem is that it's still fps based. If the fps is below 60 you will slowly fall down in the module. To make it work always we'd need an fps variable. Actually, I'll just make my own fps counter.


Thu May 21, 2009 8:55 am
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Post Re: ***Ballistic Weapons: Mercenaries!***
mail2345 wrote:
-Code-

It doesn't work, how did you guys reach the 0.06667 value?


Thu May 21, 2009 2:21 pm
Profile WWW
User avatar

Joined: Mon Jun 30, 2008 9:13 pm
Posts: 499
Location: Finland
Post Re: ***Ballistic Weapons: Mercenaries!***
Its deltatime in seconds. Also, mail should've written TimerMan.DeltaTimeSecs. Which is 0.016667.


Thu May 21, 2009 2:23 pm
Profile
User avatar

Joined: Fri Apr 18, 2008 4:53 pm
Posts: 26
Location: Washington, PA
Post Re: ***Ballistic Weapons: Mercenaries!***
Typical fantastic quality we've come to expect from you, Numgun! I love it. Ignore these killjoys in the last page or so.


A few things though:

I love the description boxes in the buyer menu, but it gets difficult to remember which grenades to what.
I would either
1. Be more specific on naming
2. Make the sprites more specialized; like the toxic grenade which is green and the clear health kit grenade, more like those.

I do like the final product merc, he looks like a really heavy and cool coalition trooper. But I also kinda miss the big awesome dude from the mod making pictures, even if he does look like the old AAL marine. Maybe multiple mercenary types?

I am nitpicking here; that's because as a whole the mod is impeccable. I think the sprites are highly detailed and interesting.

All in all; I love choice; this mod adds a ton of fantastic and unique weapons. I run a browncoat around with the dearmaster and wilma (or whatever that pistol is) and play Firefly ;p.


I'm going to go and battle the mercs against AAL and see who wins, haha!


Thu May 21, 2009 3:58 pm
Profile YIM

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Post Re: ***Ballistic Weapons: Mercenaries!***
Jehutus wrote:
I love the description boxes in the buyer menu, but it gets difficult to remember which grenades to what.
I would either
1. Be more specific on naming
2. Make the sprites more specialized; like the toxic grenade which is green and the clear health kit grenade, more like those.

I do like the final product merc, he looks like a really heavy and cool coalition trooper. But I also kinda miss the big awesome dude from the mod making pictures, even if he does look like the old AAL marine. Maybe multiple mercenary types?

I am nitpicking here; that's because as a whole the mod is impeccable. I think the sprites are highly detailed and interesting.



Heh, this is not nitpicking, this is proper critism on valid things like the names on the bombs. I will change those and see if I can improve the sprites on some of them to make them look like what they do.

As for the old ugly, ugly merc, no, I'm not gonna do that. :P
For one he was ugly. He was too big that he couldnt move well in average bunkers. And then the way he was made has its flaws.
When you make an actor that is viewed more from the front than the side, his climbing, crawling and all other limbpath related things are messed up.
As for multiple mercenary types, the only thing I'd do is a juggernaut merc.
He'd be really fat and covered with very thick armor.

But I dont have time nor proper motivation to work on that, so maybe further in the future.

As for AAL, I played it yesterday and compared this mod with it and I got a whole new bunch of ideas and found some bugs in it. I'm intended to supercharge the faction in terms of firepower and agility. And also add some Lua scripting to aid a couple things like killing units that have the regen system.


Thu May 21, 2009 4:24 pm
Profile
User avatar

Joined: Sat Jan 10, 2009 1:55 am
Posts: 75
Post Re: ***Ballistic Weapons: Mercenaries!***
Why do the shells still not spin? This is the official release, is it not? :P


Anyway, I think the mercenary actor would be great as a heavy coalition unit for the vanilla content.


Thu May 21, 2009 4:35 pm
Profile
User avatar

Joined: Sun Nov 11, 2007 1:49 pm
Posts: 785
Post Re: ***Ballistic Weapons: Mercenaries!***
Rocksonic wrote:
Why do the shells still not spin? This is the official release, is it not? :P


Anyway, I think the mercenary actor would be great as a heavy coalition unit for the vanilla content.


Yeah, how hard is it to make rotating shells?


Thu May 21, 2009 4:41 pm
Profile
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Post Re: ***Ballistic Weapons: Mercenaries!***
about -1 difficulty, it involves leaving out the orienttovel variable from the code.


Thu May 21, 2009 4:44 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Post Re: ***Ballistic Weapons: Mercenaries!***
I left that out to reduce lag. They were initially MOSR, but soon I realized it was no good since especially on the minigun, it would spew enourmous amounts of MOSR really fast. I didnt feel like making 4 frames for every 6 shell in the mod because it just doesnt matter to me at all that they spin or not.

Also I was right about not letting FZ beta test. :lol:


Thu May 21, 2009 4:51 pm
Profile
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Post Re: ***Ballistic Weapons: Mercenaries!***
Say what? Dude, what have you got against me?


Thu May 21, 2009 5:09 pm
Profile

Joined: Sun May 18, 2008 5:47 am
Posts: 265
Post Re: ***Ballistic Weapons: Mercenaries!***
Man, dreadnoughts used to be a ♥♥♥♥♥ to kill with vanilla weapons... Now, throw in the Deermaster 9k and you get a dreadnought in 20 pieces.

In that case, then why the hell does it take 5-10 shots to kill the pathetic little turret AFTER you have already taken its armor off?
Who made that thing?


Thu May 21, 2009 6:00 pm
Profile
User avatar

Joined: Wed Apr 22, 2009 1:51 am
Posts: 104
Location: Pennsylvania
Post Re: ***Ballistic Weapons: Mercenaries!***
Okay, this is really weird in a good way. I used the telekinesis master that just releases with the particle accelerator field. Looked cool, lots of lights and crap going everywhere. But now the fields don't go away. Its just the ones I used telekinesis on. It's....kinda cool now. I can experiment with it now. Oh, and do NOT use the unitec clorox cleaner with it. MEGA TERRAIN RAPE.

And FZ, I think you are viewed as(and myself sometimes I suppose)...a bit of an annoyance. You're like that annoying kid in the classroom who says obnoxious stuff without helping it. And won't shut up about it. Kinda. I dunno.

Also, all these awesome lua things have got me thinking.....anyone heard of Psi-Ops?

edit: I dunno if this has anything to do with it, but the glow disappears. Is what controls the glow connected to the lifetime or somesuch?


Last edited by John_bowe on Thu May 21, 2009 7:08 pm, edited 1 time in total.



Thu May 21, 2009 6:43 pm
Profile YIM
User avatar

Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Post Re: ***Ballistic Weapons: Mercenaries!***
this mod's sprites are ugly the main actor is boring (which could be fixed with some sort of Lua gimmick) and the guns are oversized.


there's my two cents. i still like it, playing it as i type this, it just needs some ♥♥♥♥ fixed up.


Thu May 21, 2009 6:59 pm
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 225 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10, 11, 12 ... 15  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.031s | 13 Queries | GZIP : Off ]