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 SWAT Kats, The Radical Squadron - WIP 
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Joined: Fri Jun 19, 2009 5:57 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
Updated the OP with the latest test version.

The Turbokat probably shouldn't be used, since I haven't been paying much attention to it. The focus of the test is the Glovatrix.

Spawn any of the SWAT Kats. The 'kat is equipped with the Launcher (which still shouldn't be fired), and will likely not pick up the Glovatrix that spawns along with it. Pick it up.

Use weapon select while crouching to select Glovatrix weapon modes. Tiny pictograms above the health display will show what you are selecting, and the weapon sprite will also change. Only the SWAT Kats are able to fire the Glovatrix, and it only currently works for the specific Glovatrix that spawns along with them.

Go ahead and test, maybe I should go with text instead of pictures, or use a different button combo for mode switch?


Mon Jul 13, 2009 7:49 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
What, nobody interested? Oh well.

I found out it's impossible to play sounds with Lua. Should've seen it coming. I can try the emitter route, I guess.

Btw, what happened to numgun and Thor? Couldn't find a thread which would explain them being banned...


Mon Jul 13, 2009 2:12 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
You really should stop double posting so often. People know it's updated. I DLed it but I want to do stuff before I test it out. Maybe other people have their reasons too. Wait a few days before bumping the thread.

I'll test now. Add comments later.

EDIT: Tested, didn't work. Crouch, open menu then switch weapons right?


Mon Jul 13, 2009 3:36 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
Well, thing is, I can't wait a few days! Chances are, in a few days I'll be so far ahead I won't remember what the problem was actually about. I guess I'm a more fast-paced kinda person, I'm used to boards that are a teensy bit more active. But alright, I'll try to constrain myself and use edits, though they don't mark the thread as unread, and cause the resulting post to eventually become horribly fragmented.

And no, mode select won't work with the radial menu (one of the reasons would be that if the Glovatrix is the only weapon, weapon select is grayed out in the menu). You have to use whatever hotkeys you have set to cycle weapons up or down. Just crouch and spin the mousewheel if you play with keyboard and mouse. Works mid-flight as well.

edit: I'm almost on to finding a reliable (and quick!) way to see the entire inventory of an actor, but I realized I can't check for the weapon already in hand.
The line I'm using is "self.SwapNextInventory(self:Inventory(),true);". "self:Inventory()" returns the next item in your inventory(that's the most I could make it do), so SwapNextInventory ends up taking an item from the start of the inventory, and putting it in the back. But it won't affect the weapon already held, and a while loop that would check for a required weapon would lock up CC if the weapon is already held, but self.HasObject returns true even then. Is there any way to instantly cycle the currently held item of an actor?


Mon Jul 13, 2009 7:09 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
Sean Mirrsen wrote:
Is there any way to instantly cycle the currently held item of an actor?


Quite surely yes, fellow modder. :pipe:

Use this:
Code:
   for mo in MovableMan.Particles do
         for i = 1, MovableMan:GetMOIDCount() - 1 do
         mo = MovableMan:GetMOFromID(i)
           if mo.RootID == self.ID and mo.PresetName == "WEAPON NAME HERE" then
         *Do the stuff you want it to do*
                                     
end
end
end


How does it work? No idea, but it usually does a fine job. Thank mail2345, piipu, and the other Lua geniuses. There are some minor problems, though. This is VERY laggy, so checking it every frame is a pretty bad idea. Also, you can't use the else case with it, nor check for more than one weapon, or it will always use the last command it finds, no matter if the conditions are met or not.

Hope this helps!


Mon Jul 13, 2009 11:25 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
Just make it set variable self.gun as a pointer to the right MO in create. No lag, works grate.


Mon Jul 13, 2009 11:31 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
Tested it. The select menu works great. Words would be...Too long to read.

What's the equivalent of mouse wheel for keyboard users?


Tue Jul 14, 2009 5:33 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
I already do have it setting the self.Glovatrix variable at create, but I wanted to make it so that you can pick up another SWAT Kat's Glovatrix and still use it. I guess it's too much effort for a small gain, but I'd still like it done eventually.


Tue Jul 14, 2009 6:21 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
I wish resurrecting a dead series was as easy as resurrecting a dead thread.

Hm. Anyway. I don't suppose there are many people wanting to see the mod complete? Regardless, I've recently been reminded of this game's existence (thanks, Humble Indie Bundle!), and consecutively, of this mod's, as well. Kind of a shame to let it sink into obscurity, I thought, so I decided to continue work on it. I'll post progress reports as progress happens.

---------
So, today I reopened the mod's files and gazed at the clusterf**k of useless stuff I made in there. After getting rid of all useless redefinitions of gibs and sounds, I altered the Kats' stats a little. T-Bone is now a little more damage-resistant, but Razor is faster and less susceptible to falling damage. Then there was a little more tweaking to make T-Bone look a little bigger, and then I found that I forgot the Lua script path in Razor's definition. So I added that, and set to work on improving the script. Result after a few hours of work - the Glovatrix now properly appears in the Kats' inventories on spawning, and the code no longer uses clunky trigonometry to handle offsets.

Plans for immediate future - add muzzleflashes and proper firing sounds to the Glovatrix, make it actually be equipped by the actor on spawning, refine the Cement Launcher and Octopus Missiles, add Buzzsaw and Shield. Do something with the Kat Launcher.
Optimistic plans - gut the Turbokat, remake it into a script-assisted ACRocket without fancy turning, add turreted cement gun.


Tue Dec 21, 2010 9:21 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
I have to say, I'm really interested in seeing this completed. The weapons are really unique, and Swat Kats are just awesome!


Wed Dec 22, 2010 12:21 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
The first thing I thought when I tried this, was me thinking you're a furfag
The S.W.A.T part of the mod isn't good, the sprites aren't terrible but are bad.

5/10

The first thing I thought when I read this post, is that I don't take kindly to people who discriminate against "furfags". Watch yourself. -Duh


Thu Dec 23, 2010 1:47 am
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