W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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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!]
Jetpack headbutt finished, but I had one doubt.
Aiming is sometimes hard, what if I add an auto-aim to it? You know, check which is the nearest actor and ram it, and if there isn't anyone ram to were it's aimed?
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Sun Dec 18, 2011 5:35 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: Jetpack headbutt finished, but I had one doubt.
Aiming is sometimes hard, what if I add an auto-aim to it? You know, check which is the nearest actor and ram it, and if there isn't anyone ram to were it's aimed? Asklar you are a genius and I love you. Could you have an option for disabling the auto-aim?
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Sun Dec 18, 2011 5:46 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 mean, there is no auto-aim currently. Anyway, I won't add it, I'd like you to test it first and then say what you think of it.
EDIT:
I'll look for some command to create an air-braking system when double hitting down, since sometimes you can jet-crash into undesirable directions.
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Sun Dec 18, 2011 5:52 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!]
It's in and working as of a couple of hours ago, ready for the next release.
Not quite authentic to Space Marine, but very useful and effective. Certainly a lot easier than messing with CC's inbuilt jetpack handling.
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Mon Dec 19, 2011 12:41 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!]
what you could do is hide in a glow effect or effect's of some sort showing a "dust" cloud or something to say that the marine had landed and created a shockwave to cover up the obvious unspace marine like airbreaks to stop the actor from blowing itself up.
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Mon Dec 19, 2011 12:44 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!]
The airbraking is a seperate, optional command. Quite handy for navigation, actually. Between the normal jetpack, jetcrash, and the airbrakes, Assault Marines have pretty impressive maneuverability now.
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Mon Dec 19, 2011 12:46 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!]
so i finally got around to playing with the updated version i feel my Grenade launcher looks laughable shite compare to the other sprites (even my new stuff) so i may when i get around to it improve the GL, i may also start spriting some IG only stuff (the IG rocket launcher and some IG turret stuff)
i may start a new topic when i start doing some Chaos, although i dunno which chapter to start with, it's ethier thousand sons / World eaters since all i really need to do is change the helm / armpad and guns (since it uses close colour from ultramarine / blood angels) however the main part of chaos that differs to Space marine is the helm and gun looks themselves. i may also change the body paint as well when i get around to it.
But for now i'm going to be doing a few IG stuff up since i feel they need a boost up.
i may also do some Assassins (weapons only :V) for the IG too.) i do have a suggestion which is change the menu name from W40 to Imperium of man.
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Mon Dec 19, 2011 5:56 pm |
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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 was looking at some of the features you wanted, and the glowy effects for the power weapons and the support strike sound easy enough.
I can give them a try.
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Mon Dec 19, 2011 7:40 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R4.5 Out!]
LVK: Bam, done.
Asklar: Be my guest. Just try and make sure it's simple to change the width of the target area and the number of projectiles called in.
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Mon Dec 19, 2011 8:01 pm |
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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 40,000: Imperium of Man Compilation [R4.5 Out!]
Pie menu?
Ohhh ononononononononono, better idea.
You buy the craft, right, you know, the one that will mark the spot. And, to make it work, you have to buy a TDExplosive.
Now, depending on the one you bought, you'll get a different strike, for example, short, med, or devastating artillery strikes, lascannon shots, etc. The possibilities are endless.
Do you like this idea, or do I do it with pie slices?
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Mon Dec 19, 2011 8:10 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R4.5 Out!]
I meant in the script, but that works too! Especially if you could have normal actors throw the TDExplosive to designate targets as well; for those occasions where your drop zone is limited and doesn't include the desired target.
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Mon Dec 19, 2011 8:16 pm |
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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 40,000: Imperium of Man Compilation [R4.5 Out!]
Alright, but you know that half of this scripts is the bombarding part, so I'd like to know some details.
Like, which kind of strikes you'd like, if in the case of artillery strikes do I use small rockets or big rockets, who will provide the sprites, lascannon stuff, etc.
Also, what kind of craft would be the craft? I originally thought of a 7x7 bitmap craft that would move with lua and could be used to target anything, anywhere.
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Mon Dec 19, 2011 8:29 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R4.5 Out!]
Craft plan sounds fine, so long as enemies don't shoot at the designator. Strike types; Thudd-Gun Barrage - Imperial Guard; Mortar barrage. Lots of smaller rounds rain down to kill/suppress actors, but limited effectiveness vs structures. Basilisk Artillery - Imperial Guard; A small volley of heavier artillery rounds. Earthshaker Strike - Imperial Guard; A single, high-power shell that wrecks actors and buildings alike. Whirlwind Volley - Space Marines; A barrage of fairly powerful rockets. Somewhere between the Basilisk Barrage and Thudd Barrage in terms of power? Entirely optional is an Orbital Strike, simply due to the effects involved. Doubt it'd translate too well to CC and you'd need to spend quite a bit of time on those effects.
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Mon Dec 19, 2011 9:28 pm |
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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 40,000: Imperium of Man Compilation [R4.5 Out!]
Alright alright, sounds easy task.
But I'm forced to do one last question. The strikes will be able to be called when using the TDExplosive by themselves, or only by using the designator craft with the TDExplosives?
EDIT:
First post of page 33!
My post count is 2834, and it was posted on 2011 at 6:05PM.
2+8+3+4+2+1+1+6+5 = 32, +1 edit = 33!
TODO CALZA VIEJO!
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Mon Dec 19, 2011 9:35 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R4.5 Out!]
Mmmm... having it so the beacons can be feasibly thrown by actors to designate a target would be a neat (although extremely risky) feature, but definitely not a requirement. If it's too much trouble to implement, don't bother.
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Mon Dec 19, 2011 9:42 pm |
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