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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
Actually, I think I managed to fix the crashes. I won't upload the update yet (still on the PDA), so for the time being delete everything from the jet's Delete function, and replace the if conditions of the three end blocks with

if MovableMan:IsParticle(self.LBoost) then

substitute LBoost for RBoost and CBoost for the other two blocks, and it should work.

And yeah, I'll try making the sprite smaller.


Tue Jul 07, 2009 3:24 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
That is because Destroy() is failtastic.


Tue Jul 07, 2009 7:56 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
Do you know how much psychological damage this mod has done to me?

T-bone fought a dreadnought head on, lost his limbs and slowly bleed to death. Then Razor went into a frenzy and started shooting people with an AK-47. And he finally got his head blown clean off by a shotgun, with blood and pieces of his skull flying off.
Just do yourself a little mental imagine on that and you'll ruin your childhood. Mine is already ruined :roll:

PS: That means you have the kats very accurately. Good Job.


Wed Jul 08, 2009 1:21 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
THOR, look, I'm not joking. I do feel sad when I saw the kats get torn into pieces.


Wed Jul 08, 2009 9:10 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
Heh. At least I don't have the 'Craft Disturbing Mental Image' feat.

There's been some more work done (though not on the jet's handling). I don't know if me spriting is good enough for what I'm attempting, but looks acceptable so far.


Wed Jul 08, 2009 11:09 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
411570N3 wrote:
That's awesome.
Incredibly awesome.
<...>
*Feels inferior in both spriting and coding*
Trust me, you're doing fine.


Wed Jul 08, 2009 11:57 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
Someone is going koo-koo.


Wed Jul 08, 2009 12:10 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
No, my problem is that I can't keep quality consistent. I may have a strike of inspiration and make something like that Turbokat sprite. Or I may feel like something is turning out good, but I look at it five minutes later and wonder what the heck's been in my head when I was making it.

In any case, just a few more tweaks and I'll probably post the updated version.


Wed Jul 08, 2009 1:01 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
Posted an updated version in the OP.

Image

Image

It'll need a little more tweaking to get right.


Wed Jul 08, 2009 2:09 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
Don't like to multipost so often, but hey, where is everybody? This ain't good enough yet to cause spontaneous death from sheer awesome, so speak up! :)

I need to know how the gibs can be improved. And thoughts on handling the Turbokat's controls. And some ideas for actual implementation of the Glovatrix. Having multiple weapons with the same sprite won't work. Having multiple "weapons" with the sprite attached to the hand won't be what I'm looking for either. I need a way to have a single weapon that can shoot a dozen different projectiles, or that causes the actor to know it's equipped so that the actor can shoot the dozen different weapons. Please?


Thu Jul 09, 2009 9:26 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
viewtopic.php?f=61&t=15416
Base the glovatrix on that. Mainly use the Lua as a template.

Now how it would work:
The weapon fires an orb infront of the gun of certain color/symbol/avatar what shot is selected at the moment. By default, the shot is always starting from, say, the octopus missile.

To use the weapon, you press and hold the fire button and the first option in the ammo rotation comes up. To change the ammo, you hit the SharpAim/Crouch or anything that you feel works the best.
Now, to fire the weapon, release the fire button and the projectile will be launched at a certain speed.
The orb that you hold infront of the gun will change itself into the projectile when you let go of the firing button. Firing velocity can be defined for each shot.

Somethings to be aware of:
-Firing rate must be of one value at all times.
-Reload rate is always the same.
-Ammo count is always the same.

Using some heavy modifications to Kyred's Particle Accelerator, this is possible and most likely the only way (that I'm aware of/can think of) for multiple ammo. Another example is located in the Lua Tech mod by Mail2345, but its a bit tricky and looks awful in action, but it works aswell.


As for the Turbokat, it could really use some more of that highspeed horizontal flight.
You can eliminate the whole flipping over business with the second part of this script:

Code:
   --This will emulate ZERO GRAVITY.
   self.Vel.Y = self.Vel.Y - (SceneMan.GlobalAcc.Y * TimerMan.DeltaTimeSecs);
         
   --Auto-Allign own angle and keep upright.
   self.RotAngle = self.RotAngle * 0.5;
   self.AngularVel = self.AngularVel * 0.5;


Last edited by numgun on Thu Jul 09, 2009 11:36 am, edited 1 time in total.



Thu Jul 09, 2009 10:50 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
The gibs seems, very scrappy. Too MANY small pieces piled up, but lacks big chunks.

The Glovatrix...If possible: Lua code, assign one button to the glovatrix which cycles through modes, and changes the sprites also. Mouse click is still fire, so the AI can fire wtever mode the glovatrix is on.
Numgun: Does that work for AIs? They might screw up.

No need to multi-post just because people didn't reply, especially only one day has passed.


Thu Jul 09, 2009 10:54 am
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Post Re: SWAT Kats, The Radical Squadron - WIP
Yeh, I kinda figured something was wrong. The gibs don't feel wholesome. I've now altered the falling cockpit, added a center hull piece, and removed many of the "bent metal" pieces I've stuffed into the thing. Also, added explosions. :D

For steering, I guess I'll introduce "flight assist" that will try to keep the plane level by directly altering AngularVel. The Turbokat itself was never shown to have microthrusters for steering, so I'll keep it that way.

For the weapon system, I plan to attach an AHuman (Razor) to the cockpit of the craft, and use its aiming with a null weapon to determine the desired aiming angle. With that, I can use a few buttons to switch internal states and move a virtual attachment around the sprite. Getting the fire trigger from the AHuman actor should be easy, and creating and firing projectiles won't be too difficult. A considerable problem will be displaying the currently selected weapon. Opinions on that? I thought about using SceneMan:AddText, but it seems to write to a bitmap - whatever that means, I don't think it'll be useful. Would popping up a tiny panel with the name of the selected weapon be sufficient? Kinda like that LOL cannon projectile in the Released mods section, but intangible.


Thu Jul 09, 2009 12:53 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
Tiny panel should be most straight-forward.

However, having Razor speak out 'Octopus missiles ready!' would most definitely be cooler.


Thu Jul 09, 2009 2:50 pm
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Post Re: SWAT Kats, The Radical Squadron - WIP
The audio cue would definetly be cool, however until I decide on an acceptable way of choosing weapons without cycling through them (a-la Worms maybe, or with a makeshift radial menu) the panels will have to suffice. Otherwise you'll have him calling out every missile you cycle through.

Also, don't forget how hard it is to separate speech from music (and other accompanying sound effects) without special software. All I have is the Windows standard Sound Recorder thingy, and it can't do much.


Thu Jul 09, 2009 3:23 pm
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