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MG-SBGL wip feedback needed [close please]
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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MG-SBGL wip feedback needed [close please]
MG-SBGL : Machine Gun - SpiderBot Grenade Launcherbelow 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. this gun uses cavecricket48's duel weapon mode template, so to switch modes select gold digging AI the offsets change with the switch so grenades come out the launcher and bullets out the gun right now there are no custom Gibs 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.
Last edited by salt_1219 on Thu Sep 15, 2011 10:22 pm, edited 5 times in total.
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Sun Sep 11, 2011 4:20 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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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 Note : try not to step on any spiderbots, they will explode & it will hurt.
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Sun Sep 11, 2011 9:29 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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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.
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Mon Sep 12, 2011 12:38 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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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. *edit okay I tried that out and it worked perfectly now my supportoffset isn't all fudged upalso 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.
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Mon Sep 12, 2011 1:15 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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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.
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Mon Sep 12, 2011 3:54 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: MG-SBGL wip feedback needed
thank you miggles, I love it. 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 spriteNow 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
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Mon Sep 12, 2011 4:04 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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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.
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Mon Sep 12, 2011 4:39 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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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
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Mon Sep 12, 2011 7:30 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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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
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Tue Sep 13, 2011 10:36 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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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.
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Wed Sep 14, 2011 2:24 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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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
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Wed Sep 14, 2011 7:17 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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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.
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Fri Sep 16, 2011 5:50 am |
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