W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Warhammer 40K Compilation [R4.5 Out!]
Sort of yes. When you jump, and you're flying through the air, you aim at a patch of ground, and shoot towards it. At about 40 seconds in: The applications in CC would be interesting. Headbutting dropships, annihilating enemy torsos with your face. EDIT: This would also mean that the jetpack would be a burst jumppack.
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Sat Dec 17, 2011 12:56 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40K Compilation [R4.5 Out!]
Well, sounds possible and not too hard to code.
Aside from having the actor with huge impulse damage treshold and gib impulse limit and anything with impulse very high.
You'd aim to a place when you are in the sky, hit the jetpack button, rotate the torso in that direction and add a speed of 300 more or less.
In fact, to keep it as a normal jetpack, we could make the script only activate if you are holding the crouch button and then jump, in that way, you will jetpack around normally and would only jet-crash when you hit down plus up.
Like the sound of it?
EDIT:
Another option for not necesarilly having to increase the impulse limits of the actor and not having to give him like 300 speed would be spawning some particles that would move along with him but would be a bit further, so they would hit the actors in front giving them wound or impulse damage.
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Sat Dec 17, 2011 1:14 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40K Compilation [R4.5 Out!]
Arcalane wrote: Cloth looks better in white.
When you come to coding it, I suggest you look at the tiny script used to randomize the IG Helmets. Then you could have a similar system for the Rubric Marine heads and the cloth thing, that way you could have randomish appearances for each of them, somewhat similar to the screenshot you posted earlier or the current Guardsmen in the Recomp. Another option would be to have a fixed helmet with a headdress attachable that is randomized and can be shot off.
Might even work for the bolter magazines, though it wouldn't work for anything that does need to be animated, such as arms and legs. That said, you could possibly also handle the shoulderpad as an attachable over the arm (maybe) and have that semi-randomized too! Hell, the unanimated torsos could even have some variances if you wanted. Just depends how much work you want to put in.
well im doing it in a List of things 1: get permission from both you and Asklar as of this moment since both of you are the latest updaters of the stuff. as for the template the template is just there to make sure i get stuff right, in the end i'll be using the current space marine code to do it, The only thing i got to think about is how to make the Eyes glow to give the appernace of a soul / warp control inside the armour and make sure no body parts can be blown off or shot off untill it dies which i got curious is it possable to have a death animation before turning into a gib. 2: wait after the holidays and other stuff, Skyrim christmas, jobs etc. before starting serious coding and stuff so the first couple of chaos releases will just in short re-skined / icon changed current stuff. 3:get better at (rant)♥♥♥♥(end rant) i believe everyone life would be so much eaiser if there was a suitable decent offset editer. to be honest i'll most likely start with doing normal chaos marines (Black Leigon first, unless someone else wants a different faction first) before i start on the Specialized chaos god units. Either way i may add both white instead fo blue helm colour and the red / white stuff as randomisation. the main thing i'm going to do at the moment is just the sprites. because it most likely the thing i enjoy the most. (unless you wish to help do some minor code on a side note since i'm not used to CC code yet.)
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Sat Dec 17, 2011 1:28 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40K Compilation [R4.5 Out!]
LordVonKain wrote: 1: get permission from both you and Asklar as of this moment since both of you are the latest updaters of the stuff. Like I said, go ahead, but keep in mind what I said about a W40KChaos.rte for menu heading purposes. I know I can't really claim any ownership of the code apart from the few bits I've changed or mostly made myself. -- LordVonKain wrote: The only thing i got to think about is how to make the Eyes glow to give the appernace of a soul / warp control inside the armour and make sure no body parts can be blown off or shot off untill it dies The eyes could be done by emitters attached to the helmet that make the eyes appear to glow, although that might be tricky. As for no gibbing limbs - simple in theory, although the balancing will be the hardest part. I think something like the Rubric Marines will definitely require quite a bit of work with custom materials, wounds and other effects to be done 'properly'. -- LordVonKain wrote: 3:get better at (rant)♥♥♥♥(end rant) i believe everyone life would be so much eaiser if there was a suitable decent offset editer. What I do a lot is make a 'guide' versions of an item, highlighting the important pixels in bright colours. For a gun, I might make versions with and without magazines, and a version of the magazine, all of them with major offset points highlighted. Next, I use the GIMP's ruler tool to measure the distances, keeping in mind the Guide to Offset Determination at all times. That and use the ingame Actor Viewer as often as possible. Take screenshots and measure how far off the offsets appear to be (again using the ruler tool, or count by hand if you're a masochist) and then adjust accordingly. -- LordVonKain wrote: to be honest i'll most likely start with doing normal chaos marines (Black Leigon first, unless someone else wants a different faction first) before i start on the Specialized chaos god units.
Either way i may add both white instead fo blue helm colour and the red / white stuff as randomisation.
the main thing i'm going to do at the moment is just the sprites. because it most likely the thing i enjoy the most. (unless you wish to help do some minor code on a side note since i'm not used to CC code yet.) A wise decision. I might be able to help, but teaching yourself is better in the long run. -- Asklar wrote: STUFF ABOUT JETPACKS Sounds like a plan to me. What you could do is slow the actor down using a jet of invisible particles just before landing (airbrake, if you will) although that would probably look pretty odd. The marines have fairly high GibImpulseLimits already I think, and those can always be buffed up if necessary.
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Sat Dec 17, 2011 2:12 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40K Compilation [R4.5 Out!]
I thought the plan was making the Assault Marines crash the ♥♥♥♥ out of everyone while going jetpack-frenzy, not air-braking, right?
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Sat Dec 17, 2011 6:36 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Warhammer 40K Compilation [R4.5 Out!]
Asklar wrote: I thought the plan was making the Assault Marines crash the ♥♥♥♥ out of everyone while going jetpack-frenzy, not air-braking, right? He gets it. Just up the impulse limits a ♥♥♥♥.
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Sat Dec 17, 2011 6:41 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40K Compilation [R4.5 Out!]
ARRRGHHH Y U NO LESS CONFUSING DRLFF???
What do I have to script? Jetpack-Headbutts or Jetpack-Airbraking?
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Sat Dec 17, 2011 7:06 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Warhammer 40K Compilation [R4.5 Out!]
Headbutts imo. More fun and more gore.
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Sat Dec 17, 2011 7:11 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40K Compilation [R4.5 Out!]
Ok, jetpack headbutts go.
EDIT:
Uhh... Guys... I think I've unlocked "Unlimited Flight Mode". It does really look like when in Dawn of War you select to jump with the assault marines to fly past obstacles, in fact, it looks very similar.
Anyway, I think a single burst is enough, and you can use the jetpack for additional acceleration.
2EDIT:
Forget accelerating with the jetpack, that will surely kill you. You'll just mantain a set velocity as long as you keep jetpacking and crouching at the same time.
Now, I think impulse damage treshold must be set to a high number.
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Sat Dec 17, 2011 7:29 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40K Compilation [R4.5 Out!]
You figure out what they should be and I'll make sure the changes are good to go for the next version, okay? Here's a status update on the Terminators; ^First 'live' Actor Viewer test. ^'Zeroing in' the leg ParentOffsets. Having a few teleporter accidents at the moment. Goddamn offsets! ^Hooking up the arms. Just a little more work (mostly with the hands and arms) and these bad boys will be ready to kill in the name of the Emprah. The duplication system I planned on works like a charm, and will massively simplify any balancing efforts. ^Getting closer... (and yes, the cloth is a seperate attachable, can't hit or be hit) -- THE HANDS HAVE BEEN CONQUERED.The Emperor's Finest are almost ready for field deployment. ^Space Marine helmets are comically large.
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Sat Dec 17, 2011 2:02 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Warhammer 40K Compilation [R4.5 Out!]
Arcalane wrote: *kawaii terminators*
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Sat Dec 17, 2011 11:02 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40K Compilation [R4.5 Out!]
Naxete wrote: Arcalane wrote: *kawaii terminators*
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Sat Dec 17, 2011 11:18 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40K Compilation [R4.5 Out!]
Take it up with Kettenkrad, he's the one who decided to resize only the torso and leave the helmet/limbs intact. I work with what I'm given.
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Sat Dec 17, 2011 11:21 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Warhammer 40K Compilation [R4.5 Out!]
I don't wannnnna re-scale arms and leeeegs...
EDIT: I'll just cover my ass by claiming they're ready for the 'new scale of Cortex Command.' hehehehe
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Sun Dec 18, 2011 1:06 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Warhammer 40K Compilation [R4.5 Out!]
Kettenkrad wrote: I don't wannnnna re-scale arms and leeeegs... Don't be THAT lazy, please. Did you know how much I had to re-sprite and clean Liberty Prime arms and legs? A LOT they're were gigantic! and terminators should be 1,25-1,75 the size scale of original space marines... easy peasy work! Related but not applicable to scale, extremely sexy painting.
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Sun Dec 18, 2011 1:48 am |
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