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Cheesemonkey
Joined: Thu Nov 16, 2006 11:28 pm Posts: 55
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Re: Fuel-Air Bomb (V1.1)
i am so confused
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Wed Nov 25, 2009 11:23 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Fuel-Air Bomb (V1.1)
Yoshi(cant mod) wrote: Crayola Boy You can stop anytime with those colors. In fact, please do.
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Wed Nov 25, 2009 11:27 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Fuel-Air Bomb (V1.1)
Um, what mid-air explosion script from the UAV mod?
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Thu Nov 26, 2009 9:00 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: Fuel-Air Bomb (V1.1)
I think he means the Jericho. Anyway, you could probably instead use Grif's air burst grenade launcher code and it'd probably work better.
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Thu Nov 26, 2009 10:34 am |
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Cheesemonkey
Joined: Thu Nov 16, 2006 11:28 pm Posts: 55
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Re: Fuel-Air Bomb (V1.1)
Been screwing around with a fuel-air grenade I made. I's pretty good except that the shockwave is extremely effective against clones but only meh against everthing else. I can make it good but if I do, you could masascre a clone from 20 feet away.
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Fri Nov 27, 2009 3:02 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Fuel-Air Bomb (V1.1)
Erm Harvey Birdman Attorney at Law bear, CheeseMonkey, by looking at the settings.ini... for me, it's 30 pixels per in-game meter.
So that'd be 6.096 meters, and that'd be 182.88 pixels.
And yes this is an edit of my old avatar and that is a rainbow thrusticor humping it's head.
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Fri Nov 27, 2009 3:21 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Fuel-Air Bomb (V1.1)
Oh, good, you know. I was gonna ask, but since you already know, I'll assume you have the situation handled.
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Fri Nov 27, 2009 3:49 am |
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Frohman
Joined: Sun May 24, 2009 4:22 pm Posts: 6
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Re: Fuel-Air Bomb (V1.1)
Damn it! I was going to make one of these for my pack :C It would be cool if you could get the air dropped variant to disperse visible fuel the iconic airburst mushroom-ish shape:
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Fri Nov 27, 2009 4:41 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Fuel-Air Bomb (V1.1)
can a shape really be iconic if it's only around for milliseconds and the only people who could conceivably see it live are almost certainly killed by it
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Fri Nov 27, 2009 4:49 am |
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Frohman
Joined: Sun May 24, 2009 4:22 pm Posts: 6
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Re: Fuel-Air Bomb (V1.1)
Of course in real time you wouldn't notice it... Hell I'd doubt you would be standing around waiting for it anyway. The fuel air bomb in this thread makes the fuel dispersion stage happen much slower than it does IRL, so why not incorporate the awesome dispersion cloud seen in slow motion detonation footage?
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Fri Nov 27, 2009 5:34 am |
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Cheesemonkey
Joined: Thu Nov 16, 2006 11:28 pm Posts: 55
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Re: Fuel-Air Bomb (V1.1)
I'll work on the air detonation, but I don't think i can do it without ninja'ing code. And I don't think I can pull off the mushroom cloud.
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Fri Nov 27, 2009 5:56 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Fuel-Air Bomb (V1.1)
Cheesemonkey wrote: I'll work on the air detonation, but I don't think i can do it without ninja'ing code. Attach this via ScriptPath to the bomb that explodes into the cloud. Code: function Create(self) self.altTimer = Timer(); end
function Update(self) if self.altTimer:IsPastSimMS(200) then if self:GetAltitude(0, 10) <= 100 then self.Vel = Vector(0,0); self:GibThis(); end self.altTimer:Reset(); end end It will detonate it approximately 100 px above the terrain below it. You can change the height with the GetAltitude check, the height below which it will detonate is on the right side of the inequality.
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Fri Nov 27, 2009 6:05 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Fuel-Air Bomb (V1.1)
Feel free to use my ABGL code if you want to get slightly more complicated.
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Fri Nov 27, 2009 6:30 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: Fuel-Air Bomb (V1.1)
If I remember correctly, the ABGL code also reacts to actors and has timed detonation.
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Fri Nov 27, 2009 6:41 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Fuel-Air Bomb (V1.1)
There's no timed detonation, but it's got a more advanced check to prevent accidental right-next-to-you detonation, though I doubt that'd be a huge problem on a bomb.
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Fri Nov 27, 2009 7:33 am |
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