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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Hope this helps. The Creative Commons page has a link at the top for the info in various languages.
But I'll just throw the link in here to make it slightly easier. Признание-Споделяне на споделеното 3.0 САЩ


Sun Jun 14, 2009 1:11 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
for regenerating modules, currently the closest you can get is having a MOSR sitting around with a chunk of terrain inside it (that acts as a node for the regeneration mosrs to settle onto) and do a lot of terrain raycasting, and tricky spriting. its feasible though, and its probably more realistic to have a destroyable regeneration hub. you'd just have to make a LOT of variants, so you could have the regen hubs on the "inside" of your tunnels, to avoid them getting inadvertantly crushed or dug away by ai, undermining the module.
you could also use lua'd MOSPs to have animated regeneration (without abuse of flashwhite)

oh, also; i didnt mean to offend with the lua script modification, or the meter suggestion. i wholly respect your judgement, and modding skills, and i adore the feel of this mod. i know the shinobi is currently heavily work in progress, as is most stuff that would benefit from attachable lua, and i sure as hell didnt mean to imply you were doing a bad job. apologies.


Sun Jun 14, 2009 1:35 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
CaveCricket48 wrote:
Is it possible to add grappling hooks/claws yet?

viewtopic.php?f=61&t=14644

This man made gravity hooks.


Sun Jun 14, 2009 2:29 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
CaveCricket48 wrote:
Is it possible to add grappling hooks/claws yet?

You know, I was just thinking about how that might work. I decided I'd first have to develop working ropes or chains, that actually move and flex realistically.

Of course, being the physics based game that this is, maybe Data will do that for me some day.


Sun Jun 14, 2009 2:45 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I had a suggestion, actually.

Regarding the Shinobi's optical camo--What if (later on, of course), its energy drained based on the clone's movement speed? It makes some sense, as blending into an object would naturally take less energy then moving about. In this case:

Standing Still drains energy at the slowest rate.
Crawling drains energy slightly faster then standing still.
Walking drains it at a normal rate.
Flying or using the jetpack drains it quickly.


Is it possible to detect when the actor is crawling? I would assume so... Anyways..


Sun Jun 14, 2009 3:19 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Well, the game can (obviously) detect whenever you press the crouch or jump keys, so maybe the Lua script could be altered to drain at different rates depending on which keys are being pressed.


Sun Jun 14, 2009 3:49 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
LowestFormOfWit wrote:
Anyway, I thought I'd share with you guys the Raiju Drop Tube. I use one of these on almost every map I play Darkstorm in. I was sick of my pods bouncing off enemy ships, getting blown up or crushed before I could even get the guy out, so here's the easy solution (Big GIF):
[img ]http://img.photobucket.com/albums/v600/Sephiroth0000/RaijuDropTube.gif[/ img]
Test map to show the drop tube. Only draw back is the tube gets debris in it so maybe I'll do dig up whoever made those gauntlet modules with the self cleaning lasers and apply it here.
Just make a tunnel so te debris falls off the bottom of the map...


Sun Jun 14, 2009 3:58 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Well the real problem is I don't want to have to go straight from surface to the bottom of the map on every map I put the drop tubes in.

For that particular map (just Flat Zone), your solution would work.


Sun Jun 14, 2009 4:01 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Idea.
Time it right so that the drop pod is moving horizontally over a small up to right L-bend when it gibs. Then have a shinobi in there with a force digger. When the drop pods come through he can clean up the debris and when your base is becoming overwhelmed he can drop the digger, hop into the conveyor and help the defence. Or you could have an additional tunnel and use the area as a reserve holding area in addition...
Wait, I'll do a quick and dirty diagram.

EDIT:
Code:
| |   _____
| |  |O>>>>
|V|  .-- --
|V|_   |_S~
|>>O|
-----
Arrows = Conveyors
Os = Teleporters
S = Shinobi with Force Digger
Lines = Walls
~ = Either a wall or a tunnel to get out, your choice
It's almost the same as yours, except the pod supposedly auto gibs two spaces right of the destination teleporter, the debris falling through the hole, next to the force digger shinobi. If the base is overwhelmed, the shinobi can simply jump into the conveyors or exit via a pre-prepared tunnel.
Additionally, you might want to add a mini-sentry behind the origin teleporter for security.


Last edited by 411570N3 on Sun Jun 14, 2009 4:48 am, edited 2 times in total.



Sun Jun 14, 2009 4:09 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
for faster drain when moving with camo, you could just use the velocity magnitude as a multiplier for the drain.


Sun Jun 14, 2009 4:38 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Almost invisible(jetpacks, feet and hands show) code.


Attachments:
ShinobiScript.txt [10.44 KiB]
Downloaded 226 times
Sun Jun 14, 2009 5:28 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
As usual pretty good stuff. Ran into the random exploding actor for the first time. Had a shogun with a couple cluster mine charges and the AMSR one drop ship descending and a few shields and guns on the ground. I had one brain unit it was on the Ketanot hills map. I took aim at the drop ship and exploded. Did a test reset the game used the AMSR again and at some point exploded everywhere. The AMSR's aim point is a bit off the round used to pass through the aim reticle now it goes 3-5 pixels below. But its predictable so no biggie. I used a different sniper weapon no problems. Something with the AMSR maybe?

Ive also noticed the elector mortar and the cluster mines are a bit sensitive and go off at odd points. The mortar round will blast dirt that has enemy blood particles on it but no enemies around. The cluster mines will explode on contact with random particles.

Useful over a crowd of enemies though, would make an awesome cluster munition like long range mortar support or replace the electro mortar round with a canister full of the cluster mines have them invert their blast ground side and set them to explode above surface.

Would be like your own personal Sensor fused cluster munition with the Self Forging Explosively Formed Projectile. Just my own thoughts. But other then that nice work I enjoy playing with the mod. Oh almost forgot the Point Defense lag is getting better but still a little laggy.


Sun Jun 14, 2009 6:34 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
411570N3 wrote:
Idea.
Time it right so that the drop pod is moving horizontally over a small up to right L-bend when it gibs. Then have a shinobi in there with a force digger. When the drop pods come through he can clean up the debris and when your base is becoming overwhelmed he can drop the digger, hop into the conveyor and help the defence. Or you could have an additional tunnel and use the area as a reserve holding area in addition...
Wait, I'll do a quick and dirty diagram.

EDIT:
Code:
| |   _____
| |  |O>>>>
|V|  .-- --
|V|_   |_S~
|>>O|
-----
Arrows = Conveyors
Os = Teleporters
S = Shinobi with Force Digger
Lines = Walls
~ = Either a wall or a tunnel to get out, your choice
It's almost the same as yours, except the pod supposedly auto gibs two spaces right of the destination teleporter, the debris falling through the hole, next to the force digger shinobi. If the base is overwhelmed, the shinobi can simply jump into the conveyors or exit via a pre-prepared tunnel.
Additionally, you might want to add a mini-sentry behind the origin teleporter for security.


This is really why I wanted Darlos to make his Yosei's or the small gun platforms able to carry force diggers. Could slap one in the right place and just tell it to dig, cleaning out the debris from my enemy's rockets and whatnot.


Sun Jun 14, 2009 7:37 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Hmmmm... perhaps have a small ground based low-profile combat drone for scouting and minor base maintanence duties then?


Last edited by 411570N3 on Sun Jun 14, 2009 7:55 am, edited 1 time in total.



Sun Jun 14, 2009 7:50 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
TuefelHundenIV wrote:
The AMSR's aim point is a bit off the round used to pass through the aim reticle now it goes 3-5 pixels below.

Yeah, it's called gravity. All guns are like that, its just more noticeable on the AMSR because the reticle goes so far.

TuefelHundenIV wrote:
Useful over a crowd of enemies though, would make an awesome cluster munition like long range mortar support or replace the electro mortar round with a canister full of the cluster mines have them invert their blast ground side and set them to explode above surface.

Yeah, I was thinking of doing something like that once I can do exchangeable ammo types. Rather than the weapon being the shock mortar, it'll just be the mortar launcher, and the shock mortar would be one of the ammo types. There would be others, like some cluster bomb.

mrcole92 wrote:
Regarding the Shinobi's optical camo--What if (later on, of course), its energy drained based on the clone's movement speed? It makes some sense, as blending into an object would naturally take less energy then moving about.

Actually, based off of my conception of how the camo works, it doesn't make sense. Prepare for technical stuff:

So the idea is this: every nano machine on the Shinobi armor is capable of absorbing and reading the direction and wavelength of any photon that hits it. Once that happens, it uses the photon's direction to figure out what "opposing" nanomachine on the armor it would reach if it could just pass through the clone. Then it sends the info to that nanomachine, which then (through some undescribed process) generates a photon of the proper direction and wavelength. This results in the effect of when you look at the clone, you just see whatever is behind it since no light bounces off of it and whatever light is striking its other side is being projected at you.

Though that whole process uses up energy, probably the final photon generation step is the part that uses the most. Thing is, it doesn't become any harder for this process to work at 1000 kilometers per hour than it does at a standstill, since all the nanomachines are doing is detecting incoming light and, basically, putting that light somewhere else. So movement speeds wouldn't affect the energy usage, it would just be constant.

Now, in regards to game balancing, I think what I'm going to do is make it so it recharges more slowly than the energy gets used up, so you have to wait longer between effective uses. It seems like both FPSs and strategy games with cloaking tend to balance things this way, so you can't just cloak 50% of the time.


Sun Jun 14, 2009 7:52 am
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