SWAT Kats, The Radical Squadron - WIP
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Sean Mirrsen
Joined: Fri Jun 19, 2009 5:57 pm Posts: 84
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Re: SWAT Kats, The Radical Squadron - WIP
Ha, I KNEW it shouldn't have been that bad!! I've had Y positions of the thrusters inverted!
I've finally made the damn things visible, and it quickly identified the problem - when the craft was tilted, the thruster that was supposed to push the craft up was pulling at it instead. It's fixed now, and the maneverability is significantly improved. It's downright impossible to barrel-roll the jet on autopilot now. The turn limits for manual control are +-180 degrees though, so it's still dangerous to fly.
Also, another problem's surfaced. The virtual thrusters seem to spontaneously explode for no reason. Sometimes it's just one, sometimes all of them. That's what was causing spontaneous midflight crashes before, but now it causes crashes of a different sort. How can I identify the problem? It's definetly not a problem with lifetime or settling, because they are carbon copies of Dummy Dropship thrusters with null sprites and no emissions.
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Thu Jul 09, 2009 4:25 pm |
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Ocular Bleeding
Joined: Thu Feb 14, 2008 9:05 am Posts: 124
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Re: SWAT Kats, The Radical Squadron - WIP
Ah, I loved this show when it was still running. I still watch it on occasion on Boomerang. What I'd like to see is an appearance by some of the villains (Who were all quite lovable in my opinion X3). Only certain ones of course. Some would be more functional in Cortex Command than others. Like for instance, my favorite characters from the show, Mac and Molly Mange (AKA the Metallikats) would work well, seeing as they primarily utilize firearms. Some Enforcers to obliterate would be fun too X3
Anyway, great work on this mod so far. Looks like it might get even better. Can't wait to play around with a completed version X3
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Thu Jul 09, 2009 6:59 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: SWAT Kats, The Radical Squadron - WIP
I would guess impulses for the thurster death.
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Thu Jul 09, 2009 7:06 pm |
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Sean Mirrsen
Joined: Fri Jun 19, 2009 5:57 pm Posts: 84
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Re: SWAT Kats, The Radical Squadron - WIP
I would've guessed that as well, but thing is - no forces are acting on 'em! Mid-flight, with no external force, the thrusters are just constantly getting their position and rotation reset. And they don't collide with the hull. Edit: on the Metallikats: Yeah, they would be the first villains I'd put in. Apart from largely being shiny humanoid cat-robots with oversized weapons, they also have another distinct feature - their heads can detach and become tiny jump- and combat-capable crablike things. Fits CC like a glovatrix.
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Thu Jul 09, 2009 7:33 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: SWAT Kats, The Radical Squadron - WIP
Still, try running clearforces on them. Just to be sure.
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Thu Jul 09, 2009 7:46 pm |
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Sean Mirrsen
Joined: Fri Jun 19, 2009 5:57 pm Posts: 84
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Re: SWAT Kats, The Radical Squadron - WIP
ClearForces didn't help. Though I did find NotResting in the meantime, which solved another concern of mine.
I might add NotResting to the thrusters too, just in case, but considering they always move along with the jet, there would be no reason for them to die without the jet dying.
I found out that removing wounds makes the actor invinvible to all sharp weapons. Neat, but wrong. Also, the Turbokat is now more or less capable of performing dropship duty. The autopilot defaults to off, and a new Flight Assist function limits the maximum descend rate and maintains a certain desired altitude. Now it refuses to take off after dropping off cargo. At least it doesn't just crash like it did before...
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Thu Jul 09, 2009 8:53 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: SWAT Kats, The Radical Squadron - WIP
Ocular Bleeding wrote: Ah, I loved this show when it was still running. I still watch it on occasion on Boomerang. What I'd like to see is an appearance by some of the villains (Who were all quite lovable in my opinion X3). Only certain ones of course. Some would be more functional in Cortex Command than others. Like for instance, my favorite characters from the show, Mac and Molly Mange (AKA the Metallikats) would work well, seeing as they primarily utilize firearms. Some Enforcers to obliterate would be fun too X3
Anyway, great work on this mod so far. Looks like it might get even better. Can't wait to play around with a completed version X3 You're back! Anyway, with skirmish activities spawning super villains while have spawners spawning enforcers as neutral team would make total chaos in CC And it's up to the SWAT Kats to stop it! Yay!
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Fri Jul 10, 2009 4:39 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: SWAT Kats, The Radical Squadron - WIP
The Decaying Soldat wrote: THOR, look, I'm not joking. I do feel sad when I saw the kats get torn into pieces. Make them gib teddy bears and confetti.
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Fri Jul 10, 2009 4:44 am |
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Sean Mirrsen
Joined: Fri Jun 19, 2009 5:57 pm Posts: 84
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Re: SWAT Kats, The Radical Squadron - WIP
I've taken a little break from coding, and turned back to sprites. I've found what was bugging me in the Turbokat sprite I made, and updated it: Compare it to the original: See, the fuselage is actually tilted forward (because you can see the upper surface), but the cockpit is absolutely level. I've got a few better ideas about the side view as well, after thoroughly watching through the show again. Also, I've decided on the Glovatrix - it'll be a nonbuyable weapon, assigned to the SWAT Kats by script. Since it'll be assigned, I won't have to search for it, and nobody else will be able to use it. By default, its effect is a measly punch. If you select weapons while crouching, you will instead cycle through modes on the glovatrix, and tiny panels with text (or maybe pictograms) will show what you're selecting. Possibly it'll simply be part of the weapon sprite - when you select, it cycles through the version of the sprite that has the pictograms, but when you start firing it switches to the normal version. Btw, is it possible to make a "Lua Punch" by applying force to the weapon? Say, set the weapon's velocity to something high and hope the actor can keep his hold on it - then it'll pull the actor's hand forward and "punch" anything that's in front. I'll try it of course, but later. I just want to know if it's technically feasible.
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Sun Jul 12, 2009 9:35 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: SWAT Kats, The Radical Squadron - WIP
That'd be pretty hacky... What Darlos did was make it shoot something in conjuction with some effects to hide the fact that the fist doesn't move. The projectile then applies force directly upon impact instead of leaving the possibility of having a puncture wound from a punch. So you could do that...
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Sun Jul 12, 2009 10:23 am |
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Sean Mirrsen
Joined: Fri Jun 19, 2009 5:57 pm Posts: 84
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Re: SWAT Kats, The Radical Squadron - WIP
Alright, some more progress! I returned to coding, and managed to get the Glovatrix to do what I want (what I described earlier about state selection), only the various sprites and projectiles left to do now. It could only be better if it worked with ANY Glovatrix, but I don't want to iterate through everything on the scene to look at one actor's inventory. I technically could use a loop of SwapNextInventoryItem, but I'm not sure if it'll work.
In other news, the Turbokat is going to receive a makeover. While I like what I could achieve with virtual thrusters, it a) causes too much lag with all the position/force updates, and b) is quite ridiculously difficult to control. I'll switch to a single universal lift thruster and direct velocity/rotation control.
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Sun Jul 12, 2009 7:44 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: SWAT Kats, The Radical Squadron - WIP
Any plans for shrinking the Turbokat? Or will it stay this big?
Other than that, congrats on the glovartrix. I don't know how many weapons you'll make, but remember to make some weapons exclusive to each kat, just to make them more different.
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Mon Jul 13, 2009 1:18 am |
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Sean Mirrsen
Joined: Fri Jun 19, 2009 5:57 pm Posts: 84
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Re: SWAT Kats, The Radical Squadron - WIP
I don't think I'll shrink it any further. Any smaller and it'll lose all of its magnificence. I really like the outlines of that plane, IMO it's like I put it in the description - "concentrated aerial badass". That said, it's going to receive quite the upgrade. I'll try and see if what I'm planning is even feasible, because the virtual thrusters have given me quite enough of a headache by themselves.
Speaking of which, anyone know how to make a const reference to a vector? I'd like to make use of Actor:OffsetRotate (or something to that effect), but it won't take a mere vector. Do I just have to declare it as a constant?
As for the Glovatrix, they'll have a lot of common weapons. The Turboblades, the Octopus missiles, the grappling hooks (if I figure out how to make 'em), blowtorch/buzzsaw, Mini-Tarpedoes, probably something else (nets?). They both use the entire arsenal, so I don't know if I should differentiate them for the sake of variety.
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Mon Jul 13, 2009 4:27 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: SWAT Kats, The Radical Squadron - WIP
Size is perfect. If they want a TurboKitten, numgun's got one for them.
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Mon Jul 13, 2009 5:31 am |
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Sean Mirrsen
Joined: Fri Jun 19, 2009 5:57 pm Posts: 84
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Re: SWAT Kats, The Radical Squadron - WIP
Heh, yeah, TurboKitten. Even though it's ridiculously small, numgun at least got the basic outline and features of the jet right.
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Mon Jul 13, 2009 5:47 am |
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