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 Mass Based Weaponry 
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Joined: Mon Jan 08, 2007 3:35 am
Posts: 52
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Post Mass Based Weaponry
So i was making a gun that was going to be a hand held artillery cannon, but then i looked and someone had like just made one. However i realized how funny it was when i took out the explosion code and the shell smashed through a clones face and blew him to pieces so I'm going to make a whole line of mass based weaponry. Obviously the biggest problem with this is that the higher the mass the harder it is to shoot something, I had an idea though.

I have the gun fire a shell thats the same mass as the projectile, just in the opposite direction that has a 1 life time, or it shoots it in the same direction with the same negative mass. (both are fired at the same velocity) I'm hoping this will reduce the amount of kick the gun gives.

But I just could also use some ideas for different weapons, so far i have a mass cannon that can take out drop ships and almost any clone in one hit.

I was also thinking of making a huge one that shoots a very heavy very large projectile but at very low speeds. It would be more for smooshing a group of guys, or maybe rolling down a hill?

Any other ideas? (If you think it's dumb ii don't care i always like trying to make impossible things work)

*Also with TDExplosives sometimes they randomly explode if they hit something hard enough, how do i make that not happen cause i want a gun that shoots a heavy shell that blows up after a while*
*And MOSrotating disapears too, i want them to stay on the map forever =(*


Sun Jan 13, 2008 5:08 pm
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Joined: Wed Mar 28, 2007 9:02 pm
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Post Re: Mass Based Weaponry
I made a "mass" weapon before. Search for the piercer rifle.

I was actually planning to remake it as the ripper rifle (Tri shot ball of death) but I got lazy, and it took me ages just to get the mass/velocity perfect so it wasn't so fast it killed the user and flew right through enemies without harming them, but the new build changed the variables slightly, and I can't go through all that again.


Still..

About the grenade launcher that goes off after a while, just try lowering the velocity a little, if it goes fast enough to destroy itself when it his a wall then it should just fire slower shots.

Hey, how about a RPB (Rocket probelled ball), we could just attach an emitter to the mass projectile or whatever you want to call it, if the emitted particles were high enough in mass the balls would fly into enemies!

But I'm worried about the good old flipping bomb problem... (as in, the bomb faces right, not the way you fire it.)


Sun Jan 13, 2008 5:25 pm
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Re: Mass Based Weaponry
3 solid wrote:
I made a "mass" weapon before. Search for the piercer rifle.

I was actually planning to remake it as the ripper rifle (Tri shot ball of death) but I got lazy, and it took me ages just to get the mass/velocity perfect so it wasn't so fast it killed the user and flew right through enemies without harming them, but the new build changed the variables slightly, and I can't go through all that again.


Still..

About the grenade launcher that goes off after a while, just try lowering the velocity a little, if it goes fast enough to destroy itself when it his a wall then it should just fire slower shots.

Hey, how about a RPB (Rocket probelled ball), we could just attach an emitter to the mass projectile or whatever you want to call it, if the emitted particles were high enough in mass the balls would fly into enemies!

But I'm worried about the good old flipping bomb problem... (as in, the bomb faces right, not the way you fire it.)

You could always take the 'tracking missle' approach. I know if you go to Mods and search for a homing missle or homing rocket, you should find something you can look at.

Really, all that happens is that you fire an actor that is looking around and around (do this by setting the actor's AimAngle to -300 or something like that. Mess with AimAngle on a regular actor and see what happens). Once it sees something, it'll aim and fire. Give it an invisible weapon that fire's negative mass particles, or fires particles backwards, or something. This should propel it towards anything it locked on to, which should also turn the sprite towards it.


Sun Jan 13, 2008 6:07 pm
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Joined: Mon Jan 08, 2007 3:35 am
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Post Re: Mass Based Weaponry
That could work really awesomely. I'd have it shoot particles with neg velocity (and mass) behind it otherwise i think it would kill whatever its aiming at before it actually hit it.

I'm also definitely going to try making a rocket propelled mass ball. That would totally solve the "Blow your self up" problem.

Is there any way to not make the aim sight follow terrain and not go through actors and stuff, cause it makes shooting something solid the most annoying thing in the world cause you can't watch it hit stuff -_-. *besides making offset lower than the sights or something*

``Any more ideas? I thought of a cluster grenade that explodes out a large number of very light *mass = 3* moderately fast moving projectiles. Kills things near it, blows weapons out of hands farther away, annoys things even farther.

``Basically a grenade launcher of the above idea, more for launching into the air and having it rain down

``A machine gun that fires a LOT of very very light mass objects, essentially it would take concentrated fire to kill something

``A very large, immovable artillery cannon that fires a massive projectile, more for knocking ships out of the sky around your base

Any more ideas guys?

Also if anyone would like to help me sprite, I'm not very good at it, I'll send you what i have at the moment and you can try to fix up the colors and make it look nice. *i have to ask to keep the same Dimensions though so i don't need to edit variables cause im lazy =p*


Sun Jan 13, 2008 6:45 pm
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Joined: Sun Nov 25, 2007 6:29 am
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Post Re: Mass Based Weaponry
Deadlyaim656 wrote:
``A very large, immovable artillery cannon that fires a massive projectile, more for knocking ships out of the sky around your base


I'm working on this right now. But it's going to be an in-base artillery. Disguised as a wall. We could work together. If you wanted to.


Sun Jan 13, 2008 8:41 pm
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Joined: Mon Jan 08, 2007 3:35 am
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Post Re: Mass Based Weaponry
Alright so i was making the cluster bomb launcher *i decided i hate grenades* and i had it explode out and i was like "cool now lets make it look not like crap" So i added a bunch of fireball effects and stuff and i was gonna see how it looked and then i started getting this error.
"Abortion in file .\system\DDTError.cpp, line 109, because:
Assertion failed: Stream suggests allocating an unallocatable type in gib::Create!"
So i figured it was cause i used the same names for the particles and what not so i copied the "pyro" file, renamed it pyro2, and threw in a 2 or a 3 after all the instance names *creative i know* but i still got the same crap error, always at line 75.

Code:
AddAmmo = TDExplosive
   InstanceName = HHA round
   Mass = 4
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Devices/Cannons/CannonRound.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 1
   JointStrength = 6
   JointStiffness = 0.5
   DrawAfterParent = 1
   DetonationSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5
   TriggerDelay = 9999
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = HHA round 2
      Count = 15
      Spread = 3.6
      MaxVelocity = 40
      MinVelocity = 30
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Air Blast
      Count = 45
      Spread = 3.6
      MaxVelocity = 100
      MinVelocity = 50
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Fire Puff Large3
      Count = 30       
      Spread = 3.6 
      MaxVelocity = 130
      MinVelocity = 100
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Fire Ball 12
      Count = 10
      Spread = 3.6
      MaxVelocity = 100   <----- this is line 75.
      MinVelocity = 75
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Fire Ball 32
      Count = 10
      Spread = 3.6
      MaxVelocity = 60
      MinVelocity = 30
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Yellow2
      Count = 50
      Spread = 3.6
      MaxVelocity = 100
      MinVelocity = 30
      InheritsVel = 0
   GibImpulseLimit = 1
   GibWoundLimit = 1


Its kind of pissing me off cause i don't know what the matter is wince it look perfectly ok to me, anyone have any ideas?


Mon Jan 14, 2008 3:03 pm
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