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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: Yet Another... Nuclear Bomb!
Do InterContinental Ballistic Missiles exist in vehicle size? I always thought you needed a silo or some such... well whatever, it's the future and we won't ever need to demonstrate it's capability (no intercontinental maps) so it doesn't really matter.
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Wed Feb 04, 2009 12:28 am |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: Yet Another... Nuclear Bomb!
I bear gifts:
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Wed Feb 04, 2009 12:56 am |
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janekk
Joined: Mon Apr 07, 2008 5:25 pm Posts: 93 Location: Wasteland
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Re: Yet Another... Nuclear Bomb!
Thoughtprocess wrote: Gifosorz Looks awesome when its not lagging like hell . Only thing I would possibly do to improve visuals is maybe to make shockwave particles invisible(or less visible) and add more smoke and spread lots of it on sides to represent shockwave spreading on ground. Adding radioactiveness and EMP would be nice but its taking it little bit too far, wouldn't it?
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Wed Feb 04, 2009 1:33 am |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: Yet Another... Nuclear Bomb!
411570N3 wrote: Do InterContinental Ballistic Missiles exist in vehicle size? I always thought you needed a silo or some such... well whatever, it's the future and we won't ever need to demonstrate it's capability (no intercontinental maps) so it doesn't really matter. Absolutely. Remember that a fair quantity of America/Russia's nuclear capability lies in boomer subs. The Russians also spent a shitload of money developing rail launchers and truck-launched ICBMs to take advantage of Russia's vast land-space and allow continued functionality after the land-based silos had been disabled.
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Wed Feb 04, 2009 1:55 am |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: Yet Another... Nuclear Bomb!
Huge update here, I've been working over-time on the mod and Duh helped in making the ACRocket so here comes the 0.6v.
Here's a little time line to get you up to date :
0.4 - GRBM WIP Included + a few minor modifications and the ACRocket 0.5 - Changed the Explosion, now i need your opinion on this one because i made it WAY bigger and WAY stronger. 0.6 - PNL WIP included too, don't worry the VSPNL will surely come when I'll ask Ivan's permission.
This is it folks, enjoy!
EDIT : That gif looks totally AWESOME! Putting it on the front page.
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Wed Feb 04, 2009 2:20 am |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: Yet Another... Nuclear Bomb!
Played around with it, input- The explosions are fine as-is, but it's an entirely shockwave-reliant weapon. Well, mostly. Throw in some spawned actors or emitters or whatever to irradiate the immediate blast zone for a little while. Make the actual shockwave less visible. The launcher's a lot of fun, but it needs work. It's nearly always a suicide weapon because it fires this ♥♥♥♥ huge rocket like a grenade- it doesn't really work. Either make it a functional rocket and increase the- what is it, the weapon's sharpness or zoomdistance?- so you can scope out the target from a distance. Either that, or completely re-work the sprites so it fires a more grenade-like projectile. Hell, make a Fat Man launcher.
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Wed Feb 04, 2009 2:58 am |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: Yet Another... Nuclear Bomb!
Well actually it almost shoot as much as a fat man launcher, just that the bomb it throw is so huge it kills the actor if he's not in cover. But i do agree it have to shoot a little farther. As for the real fat man launcher, i would need to tweak the explosion to make it a little less... big. I'll see to that next update!
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Wed Feb 04, 2009 3:04 am |
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janekk
Joined: Mon Apr 07, 2008 5:25 pm Posts: 93 Location: Wasteland
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Re: Yet Another... Nuclear Bomb!
Hamburgler wrote: Throw in some spawned actors or emitters or whatever to irradiate the immediate blast zone for a little while. Make the actual shockwave less visible. It would be fun to use that bug(?) when you crash rocket loaded with hundreds of crabs, actors all around(even behind wall/in cover) tend to gib violently, it would nicely simulate extreme heat and ripping apart air pressure, sharp particles aren't very good way to represent shockwave . Still it would be tricky to do properly and would lag terribly. Ps. Its lots of fun to drop icbm loaded with dropable nukes
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Wed Feb 04, 2009 4:54 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: Yet Another... Nuclear Bomb!
There's a version of the fatman that fires 8 nukes at once... do you plan on making that?
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Wed Feb 04, 2009 5:14 am |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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Re: Yet Another... Nuclear Bomb!
Sounds like a crazy overkill
I wish that the vanilla actors would just spawn quicker and more so I can have more fun killing. That would be especially tasty with the nukes.
Anyone know where that activities ini is?
Also, is it possible for the nuke to shoot out more particles and cover larger ground instead of carving a little crater?
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Wed Feb 04, 2009 12:53 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: Yet Another... Nuclear Bomb!
Hell the new nuke kinda covers a huge ground with the shockwave and a big crater...
And uh... Maybe the VSPNL will have 8 missiles on it like a big Missile Launcher Box thingy. But with the size of the missiles i don't plan on doing a 8 bomb infantry wearing nuke launcher...
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Wed Feb 04, 2009 1:40 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Yet Another... Nuclear Bomb!
This is almost turning into a nuke faction where eveything's nuke!!!
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Wed Feb 04, 2009 2:38 pm |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: Yet Another... Nuclear Bomb!
@duo9ace: The activities.ini you are looking for is at Missions.rte\Activities.ini. Go down to the Skirmish Defence activity and change the SpawnIntervalHardest = <yournewtime>. Times are in milliseconds, so 8000 means 8 sec. OT: Liking the development of this, Makes me want the controllable version now. The porta-nuke launcher needs some work. Increase the range, set the projectile's OrientToVel, (makes the projectile face the direction that it's traveling in, see the dummy grenade launcher) and make the rocket on the launcher be the magazine, and have it disappear right away. That will make it look like you actually fired the nuke (check out ivan's RPG, I believe it uses such a method)
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Wed Feb 04, 2009 2:53 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Yet Another... Nuclear Bomb!
411570N3 wrote: Do InterContinental Ballistic Missiles exist in vehicle size? I always thought you needed a silo or some such... Edit: Whoops, big pic. Made a link. Russian one. That's an awefully nice bomb you made there, deathbringer.
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Wed Feb 04, 2009 3:13 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Yet Another... Nuclear Bomb!
The only nuke that can top this is a nuke with a mushroom cloud made entirely out of emitters and particles.
Its possible too, but first you need to find out how to make all the emitters spawn correctly, shook is a pro at that if youre interested.
Edit: After testing I'd suggest the following: -Get a epic nuclear explosion sound -Get rid of the pineapple nade gibs and replace it with something more proper. -Lower the amount of particles. The 0.3 version nuke was pretty good. Its how'd it would be more balanced. This new one in version 0.6 simply rapes. -Make shockwaves less visible or invisible (Color RGB 255,0,255) -Add a fallout emitter to emit some radiation or just intense heat after the explosion.
Last edited by numgun on Wed Feb 04, 2009 3:52 pm, edited 1 time in total.
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Wed Feb 04, 2009 3:23 pm |
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