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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: Tank project (4th prototype)
It's very easy. Just add this: Code: local ownController = self:GetController(); if not ownController:IsState(3/26) and not ownController:IsState(4/27) then if math.abs(self.Vel.X) > 2 then self.Vel.X = self.Vel.X * 0.85; else self.Vel.X = 0; end end
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Tue May 17, 2011 5:53 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Tank project (4th prototype)
I updated the 4th prototype to version 2 with some minor modifications: I added a sharpaim to the MG and corrected the gliding/sliding problem. Download: download/file.php?id=37166
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Tue May 17, 2011 2:32 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Tank project (4th prototype)
Wow Mehman, I really liked the fact that you actually take into account suggestions people make. Many modders simply won't do that.
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Wed May 18, 2011 10:18 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Tank project (4th prototype)
Mehman, idea; can the MG just rotate and follow the tank's aim angle?
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Wed May 18, 2011 11:00 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Tank project (4th prototype)
Found another bug.
If you fire the flamethrower while moving backwards, wierd things will happen.
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Thu May 19, 2011 3:31 am |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: Tank project (4th prototype)
Kettenkrad wrote: Mehman, idea; can the MG just rotate and follow the tank's aim angle? It can be modded like that, but the MG in current version is able to shoot higher place than the main cannon or the flamethrower. Or you can make it switch-able between the two control modes. Asklar wrote: Found another bug. If you fire the flamethrower while moving backwards, wierd things will happen. I think it's because of the low speed responsibility of Lua script, though it's the fastest of existing script engines. Can be improved by simplifying the code.
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Thu May 19, 2011 3:36 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Tank project (4th prototype)
5th prototype: I added an AA missile attack(default key num4) and modified the MG's aim so that there are now two control modes: one follows the aim of the main cannon and the other is controlled with the mouse wheel, the aim angle is greater using the second mode(using the first it is limited to the cannon's aim angle). There is a key to change mode in-game(default is num5). I kept the original aiming mode because I like being able to aim at two targets at the same time (or even 3 if you shoot someone with the cannon/FT, someone else with the MG and someone else with the missiles... while crusing a group of ennemies with the graviton engines and burning some others with the grenade launcher, try all of this with only one hand, then only one finger). I also corrected the "wierd things that happen when you shoot the flamethrower while going backwards". Quote: I think it's because of the low speed responsibility of Lua script, though it's the fastest of existing script engines. Can be improved by simplifying the code. No, the flames where just bouncing off the energy shield because they weren't quick enough to escape its range before being detected. Now i just set the shield to ignore them. Asklar wrote: Wow Mehman, I really liked the fact that you actually take into account suggestions people make. Many modders simply won't do that. You're welcome, I always take comments into account, and if I think it is a good and doable idea then I do it.
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Mon May 23, 2011 4:14 pm |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: Tank project (5th prototype)
I'm saying the problem that the flame rotated to right direction still appear at the older place. It's been fixed, but you haven't changed any code in "coaxial flamer" part. How did you fix it?
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Mon May 23, 2011 5:47 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Tank project (5th prototype)
I made the shield ignore the flames: Code: and particle.PresetName ~= "FPS0" and particle.PresetName ~= "Flame Particle Tank 2"
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Mon May 23, 2011 5:54 pm |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: Tank project (5th prototype)
Mehman wrote: I made the shield ignore the flames: Code: and particle.PresetName ~= "FPS0" and particle.PresetName ~= "Flame Particle Tank 2" So it's the shield...I get it.
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Mon May 23, 2011 6:04 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Tank project (5th prototype)
Ok, the tank is looking awesome right now. I haven't found any problems so far, so right now I'm considering this finished, but you can always over test it and add more functions and stuff.
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Mon May 23, 2011 9:38 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Tank project (5th prototype)
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Fri Jun 03, 2011 4:20 pm |
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