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 Tank project (5th prototype) 
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Joined: Sat Feb 26, 2011 10:29 am
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Post Re: Tank project (2nd prototype)
It shakes strangely sometimes. I'd coded like that and then the same problem, at last I gave up and tried another way like "self.RotAngle = -(self.Vel.X / 32) * 0.5".

About the shield, I've written some codes to make it check if a MO is flying toward you, reflect the MO to correct direction instead of multiply its speed by -1.



Feel free to take and adapt it for your great tank ^_^


Tue May 10, 2011 8:45 pm
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Joined: Mon Oct 25, 2010 5:51 am
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Post Re: Tank project (3rd prototype)
Might want to add sounds to the flamer and incendiary grenades, and possibly map out the buttons a little better? I realize it will be difficult to find the right keys, but maybe 'r' 'f' 't' and 'g', just so its closer to 'wasd'.


Tue May 10, 2011 11:18 pm
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Post Re: Tank project (3rd prototype)
Kettenkrad wrote:
Might want to add sounds to the flamer and incendiary grenades, and possibly map out the buttons a little better? I realize it will be difficult to find the right keys, but maybe 'r' 'f' 't' and 'g', just so its closer to 'wasd'.


I was just thinking the same.

Or you could do what Darlos did on DarkStorm and let the keys be easily customizable.

EDIT:

Sometimes while shooting with the MG the shield blocks the bullets. And the tank started shaking strangely and for a long while when I moved upwards.

EDIT:

I realised that the problem with the MG happens while moving forward and shooting, and it also happened to me (like once) that shooting the main cannon and moving forward resulted in the explosive exploding in front of me.


Wed May 11, 2011 1:50 am
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Post Re: Tank project (3rd prototype)
Asklar wrote:
Or you could do what Darlos did on DarkStorm and let the keys be easily customizable.

Also suggest to do this. Very useful and not hard to achieve (in my experience).


Wed May 11, 2011 4:41 am
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Post Re: Tank project (3rd prototype)
PLEASE PLEASE PLEASE!!!


Wed May 11, 2011 5:28 pm
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Post Re: Tank project (3rd prototype)
The tank wobbles, and you need to change the weapons so it's more user friendly.


Thu May 12, 2011 1:01 am
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Post Re: Tank project (3rd prototype)
Firing particles with negative mass at it makes the shield increase it's shield (I made a grenade which uses only negative mass particles, and it shield went to 254% for a short time).

And it doesn't have awesome gib sprites? D=


Thu May 12, 2011 4:23 am
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Post Re: Tank project (3rd prototype)
A bit of wobble and whenever the body touchs something the terrain gets disintergrated :l


Sun May 15, 2011 12:04 pm
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Post Re: Tank project (3rd prototype)
Here I added sounds, solved the wobbleing problem, added an ammo display, made the keys customizable, made it easy to add new ammo types(no lua required), corrected an error in the shield script and a few other minor changes I don't remember.
Read the file named "Readme.txt" to learn how to customize the keys and add new ammo types.

Download:
download/file.php?id=37156

I think this is definitely going to be one of the longest scripts in CC's history:

489 lines, if you see any errors in my code please tell me.


Mon May 16, 2011 2:09 pm
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Post Re: Tank project (3rd prototype)
Mehman wrote:
Here I added sounds, solved the wobbleing problem, added an ammo display, made the keys customizable, made it easy to add new ammo types(no lua required), corrected an error in the shield script and a few other minor changes I don't remember.
Read the file named "Readme.txt" to learn how to customize the keys and add new ammo types.

Download:
download/file.php?id=37156

I think this is definitely going to be one of the longest scripts in CC's history:
489 lines, if you see any errors in my code please tell me.


In my mod there's a Lua of 501 lines, and the AI script of Independent.rte has about 800 lines of code.
I think it's not realistic that a shield reflect object by just multiply by -1, and most Lua-made shield in CC can't judge whether the target paritcle is flying toward you or not(though it's easy to code out). That's why I write the code at last reply in this post.


Last edited by Xery on Mon May 16, 2011 4:00 pm, edited 1 time in total.



Mon May 16, 2011 3:40 pm
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Post Re: Tank project (4th prototype)
Still it's a very long one and it's not finished yet, what's your mod with 501 lines?


Mon May 16, 2011 3:45 pm
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Post Re: Tank project (4th prototype)
This' my first, overpowered little mod, a combination of many other mods. I just dare not to release it because of worrying about my poor English, which can't support me to write the readme file clear enough.


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X-RegionV0.65.rar [847.52 KiB]
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Mon May 16, 2011 4:08 pm
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Post Re: Tank project (4th prototype)
I think your readme is perfectly understandable (although my native language isn't english), and it is a great mod, so imo you shoud release it.


Mon May 16, 2011 4:49 pm
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Post Re: Tank project (4th prototype)
Mehman wrote:
I think your readme is perfectly understandable (although my native language isn't english), and it is a great mod, so imo you shoud release it.


Thanks for tell me that! Then I'll release it after the 3rd shoot mode of sniper finished.


Mon May 16, 2011 5:08 pm
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Post Re: Tank project (4th prototype)
Fourth release looking awesome. Pretty awesome, indeed.

Now one final thing I realised that makes generally the tank hard to control and aim, and it is its constant gliding/sliding.
The tank doesn't actually stops, it is always moving, making aiming (specially on angled terrain) very complicated.

Maybe it's just me, but that is the biggest flaw it has since the beggining and I just noticed that.


Tue May 17, 2011 12:09 am
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