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 MG-SBGL wip feedback needed [close please] 
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Joined: Tue Jan 12, 2010 8:25 pm
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Location: mukilteo, wa
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Post MG-SBGL wip feedback needed [close please]
MG-SBGL : Machine Gun - SpiderBot Grenade Launcher
below is a picture of the gun and a spiderbot (the grenades are balls that look like the spiderbots head)
sorry this picture kind of sucks, for one his support hand isn't in the right place, which happens when he faces left.
Image
this gun uses cavecricket48's duel weapon mode template, so to switch modes select gold digging AI
the offsets change with the switch :D so grenades come out the launcher and bullets out the gun

right now there are no custom Gibs :oops: I will add some later. There is a lot wrong with the spiderbot at the moment, but it works.

I plan to make the gun have a force reload when switching modes.
I will fix the crabs wounds and nerf its armor.
currently there is no credits page for this, I will add one. (and hopefully not forget to add any names)
When I face left my supportoffset stops working, I have no clue why.

Questions, comments, Ideas, crap I need to fix, all welcome.


Attachments:
File comment: old
MG-SBGL.rte.rar [757.04 KiB]
Downloaded 173 times
File comment: also old
MG-SBGL.rte2.rar [901.91 KiB]
Downloaded 161 times
File comment: and old
MG-SBGL.rte3.rar [904.24 KiB]
Downloaded 162 times
File comment: NEW 9/13/11 w/ animation
MG-SBGL.rte5.rar [976.07 KiB]
Downloaded 184 times


Last edited by salt_1219 on Thu Sep 15, 2011 10:22 pm, edited 5 times in total.

Sun Sep 11, 2011 4:20 am
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Location: mukilteo, wa
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Post Re: MG-SBGL wip feedback needed
*update added a new version

cleaned up the files, removed some unused crap
separated ini file into several for easier reading/editing
new sounds for the spiderbot
new steam effect for spiderbot hatching
other changes too, i don't remember what they are ATM

still have not figured out the support offset problem when facing left :roll:

Note : try not to step on any spiderbots, they will explode & it will hurt.


Sun Sep 11, 2011 9:29 pm
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: MG-SBGL wip feedback needed
Fun gun, tossing all those little spiders around who make mincemeat out of everyone. I like it. :)
Dunno what kind of feedback you'd like to hear though.

About the offsets, it's data's problem really. Every actor has this problem. Try a vanilla actor and look closely. :)
Anyway, so looking to the right might have your support hand just have enough reach to hold the gun, while looking to the left he can't quite reach it. You can move the support hand a bit closer to the actor's body so that it'll work when looking to the left.

I wonder if that made enough sense.


Mon Sep 12, 2011 12:38 am
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Post Re: MG-SBGL wip feedback needed
Thank you, I will try that out. any and all feed back is welcome Gotcha! and I'm glad you had fun with it. :D
*edit okay I tried that out and it worked perfectly now my supportoffset isn't all fudged up

also i don't know if you noticed but the spiderbots walk like their retarded, I almost have that fixed.
I have been working on making them gib non fleshy parts too.
extended the spiderbots base, this seems to have helped its balance. also increased its mass, which helped with balance too.

I will post a new version as soon as I feel I have fixed enough things to warrant a new one.


Mon Sep 12, 2011 1:15 am
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Joined: Mon Jul 12, 2010 5:39 am
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Post Re: MG-SBGL wip feedback needed
I like it. I thought the sprite needed some work though. What started out as 'god that GL is too big lets fix that' became 'oh, well that needs fixing. that too. maybe if I do this, then it will look better.'

Anyways, here you go.
Enjoy. :D
Image


Mon Sep 12, 2011 3:54 am
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Post Re: MG-SBGL wip feedback needed
thank you miggles, I love it. 8)

I will have to redo all my offsets now. Shouldn't take all night.

I made the grenade launcher mode have a smoke puff for its flash
and other changes I don't remember off the top of my head

Okay that took way less time than I thought, updated w/ miggles's sprite
Image

Now with the smaller gun the grenade size is bothering me, I might make a smaller one.
it was supposed to look like the bot was the grenade but with the legs folded
the steam was part of it "hatching"/unfolding

I had an idea to fix the whole grenade issue, but I'm going to need help.
I was thinking of firing a small grenade thats animated and becomes the bigger grenade
and is unfolding, it finally gibs to the spiderbot.
this would take a lot of work but in the end it would look bad ass
I'm going to make a Independent mock-up complete with animation sprites so i don't fudge up the main .ini

Image


Mon Sep 12, 2011 4:04 am
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: MG-SBGL wip feedback needed
salt_1219 wrote:
how to gib into spiderbot


Dude, you can look into my Cordyc mod on how to animate + 'gib' an ACrab, which is derived from DarkStorm turret building thing.


Mon Sep 12, 2011 4:39 pm
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Post Re: MG-SBGL wip feedback needed
carriontrooper wrote:
Dude, you can look into my Cordyc mod on how to animate + 'gib' an ACrab, which is derived from DarkStorm turret building thing.


I will take a look, all i really need to figure out is smooth animation and perfectly time the gibbing to the animations end.
It already gibs to a ACrab.

The cordyc are awesome BTW :)


Mon Sep 12, 2011 7:30 pm
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Post Re: MG-SBGL wip feedback needed
*update*
added spiderbot unfolding animation (25 frames), hope you guys like the new animation.


carriontrooper - thanks for letting me take a look at how you did your animation, I was worried i would need more frames than i did. Also it wasn't as hard as i was expecting it to be.

I have some new issues to fix.

-grenade spins way to much when launched, like a ridiculous amount.
I think this is partly due to the animation sprites having different canvas sizes, which would throw off the offsets and maybe make it appear to spin.
okay that didn't work, changing the AngularVel kind of works, spin is reduced now

-mysterious lag that seems to happen only sometimes when the spiders are out & sometimes a random crash with no error.
after more testing it seems to happen when i'm near my teams brain, all other times the lag seems to be gone. Gone.
-random floating wounds, only happen once or twice for every hundred wounds.
must have been a weird random error
-i need to figure out how to make a unfolding sound play from launch to gib. (pinned emitter?)

if you know how to fix these or have some more errors for me, let me know


Tue Sep 13, 2011 10:36 pm
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Post Re: MG-SBGL wip feedback needed
salt_1219 wrote:
i need to figure out how to make a unfolding sound play from launch to gib.


Again, you can use my Cordyc code. This time it's derived from FO3 Plasma Rifle.

You'll need an 'Armored' (change it to whatever you want) MOSRot which uses a lua auto-gib upon creation, with the gibsound being whatever you want.
Code:
function MakeArmorSound(self, x, y)
   local ToSound = CreateMOSRotating("Armored");
   ToSound.Pos = self.Pos + Vector(x,y);
   MovableMan:AddParticle(ToSound);
-- from FO3plasmarifle.rte
end


and then put this

Code:
MakeArmorSound(self, 0, 0);


under actionphase == 1, in here, precisely:

Code:
  if self.actionphase == 1 then

   if MovableMan:IsParticle(self.henshin) then
      self.henshin.ToDelete = false;
      self.henshin.ToSettle = false;
      self.henshin.PinStrength = 1000;
      self.henshin.Pos = self.Pos;
      self.henshin.HFlipped = self.HFlipped;
      self.henshin.Frame = math.floor((self.animtimer.ElapsedSimTimeMS/self.animtime)*self.animframes);
   end

-----------------------------HERE GOES SOUND-------------------------

   if self.animtimer:IsPastSimMS(self.animtime) then

      if MovableMan:IsParticle(self.henshin) then
         self.henshin.ToDelete = true;
      end
      local new = CreateACrab("Armored Crawler");
      new.Pos = self.Pos;
      new.Vel = self.Vel;
      new.Team = self.Team;
      new.RotAngle = self.RotAngle;
      new.Health = 100;
      new.AIMode = Actor.AIMODE_SENTRY;
      if self.HFlipped == true then
         new.HFlipped = true
         MovableMan:AddActor(new);
      else
         MovableMan:AddActor(new);
      end
      if self:IsPlayerControlled() == true then
         ActivityMan:GetActivity():SwitchToActor(new,self:GetController().Player,self.Team);
      end
      ActivityMan:GetActivity():ReportDeath(self.Team, -1);
--      CurrentF = ActivityMan:GetActivity():GetTeamFunds(self.Team);
      ActivityMan:GetActivity():SetTeamFunds(CurrentF - 80, self.Team);
      self.ToDelete = true;

   end
   end


just tweak as necessary.


Wed Sep 14, 2011 2:24 pm
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Post Re: MG-SBGL wip feedback needed
Interesting. Couldn't i just make a attachable that has a gibwoundlimit of 0 and makes a gib sound? No lua required?
Base it off the coalition helmet with a null sprite
Material = Air


Wed Sep 14, 2011 7:17 pm
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Post Re: MG-SBGL wip feedback needed
salt_1219 wrote:
Interesting. Couldn't i just make a attachable that has a gibwoundlimit of 0 and makes a gib sound? No lua required?
Base it off the coalition helmet with a null sprite
Material = Air

If it works, why not? Just experiment with it, I'm sure you can get it correct.


Fri Sep 16, 2011 5:50 am
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