View unanswered posts | View active topics It is currently Fri Jan 10, 2025 6:40 pm



This topic is locked, you cannot edit posts or make further replies.  [ 2362 posts ]  Go to page Previous  1 ... 109, 110, 111, 112, 113, 114, 115 ... 158  Next
 DarkStorm Military Technologies - Updated 6/11/09 
Author Message
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Geti wrote:
stealth and espionage is on its way.

Oh boy is it.

Though it'd be a lot better if I could RUN SCRIPTS ON ATTACHMENTS LKASJLWEIUTOWIEHG


Thu May 21, 2009 5:58 am
Profile YIM
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Idea:

Check if the unit is crouched and not fireing via controllers, then set the controller to disabled in a radius around it.
Enable the AI at a range near the disable range.

Stealth done.


Thu May 21, 2009 6:10 am
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/22/08
mail2345 wrote:
Idea:

Check if the unit is crouched and not fireing via controllers, then set the controller to disabled in a radius around it.
Enable the AI at a range near the disable range.

Stealth done.

I don't quite follow... but I already have something nifty set up. It will probably be subject to change as lua capabilities increase though.


Thu May 21, 2009 6:59 am
Profile YIM
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Post Re: DarkStorm Military Technologies - Updated 11/22/08
*drools uncontrollably*
This is the first mod I played.
Its predecessor is the first mod I messed with.
This mod is now getting Lua.


Thu May 21, 2009 8:41 am
Profile WWW
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 11/22/08
http://datarealms.com/wiki/index.php/LuaDocs/Controller

So, first run IsState on the actor to check if it is control state 10(crouch).

Then if so, run some distance code on all the actors

If the actor is in a range, set the InputMode to disabled(don't worry, this won't prevent the player from controlling.

If it is between the first range and a second range, set it to AI mode.

I'm wondering, what kind of stealth system did you use, if not controller manipulation?


Thu May 21, 2009 8:45 am
Profile
User avatar

Joined: Sat May 16, 2009 11:25 pm
Posts: 53
Location: probably controlling the army outside your door =P
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Thank you Geti =P

So the "Tengus" will have a fun new update coming soon =3
Ok not soon =S Oh well its worth the wait XD


Thu May 21, 2009 12:55 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/22/08
mail2345 wrote:
I'm wondering, what kind of stealth system did you use, if not controller manipulation?

I just have the actor's sprite switch gradually between something that's visible and something that isn't (using frames). Then I just have it set up so the actor has the "invisible" sprite if they're not moving, but otherwise are somewhat visible while moving, or if there's stuff flying near them quickly (like bullets). That way if they get shot at, they get hit, since the sprite comes up fast enough to where they'll be "solid" once a projectile gets to them.

I like this better than messing with the AI and controllers and such, since it actually allows AI actors to just act normally while invisible enemies are around. The only problem, as I said, is the fact that you can't do this with limbs and attachments yet, so right now the only thing that appears when the actor is "visible" is a vague disembodied torso. Consider it a work in progress.


Thu May 21, 2009 2:44 pm
Profile YIM
User avatar

Joined: Sat May 16, 2009 11:25 pm
Posts: 53
Location: probably controlling the army outside your door =P
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Still sounds good =3

So it will only come up with one of the next builds ?_? Well hey its worth the wait =D


Thu May 21, 2009 9:17 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Konn wrote:
Still sounds good =3

So it will only come up with one of the next builds ?_? Well hey its worth the wait =D

No, it'll be in my next release. It's just that it'll look kinda weird and you'll only be able to shoot their torsos.


Thu May 21, 2009 10:21 pm
Profile YIM
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Post Re: DarkStorm Military Technologies - Updated 11/22/08
That's fine, it's a useful anti-headshot device.


Thu May 21, 2009 10:22 pm
Profile
User avatar

Joined: Sat May 16, 2009 11:25 pm
Posts: 53
Location: probably controlling the army outside your door =P
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Oh !_! I was thinking youd wait for the "Invisibility" thing until Lua could work with that

Well nonetheless still good mod (As ive said)


Thu May 21, 2009 10:30 pm
Profile

Joined: Sun Dec 07, 2008 10:13 pm
Posts: 4
Post Re: DarkStorm Military Technologies - Updated 11/22/08
still my fave mod ever, beautifully balanced, gorgeous sprites and subtle details and a cool concept.

Hats off to the Darlos9D!


Sat May 23, 2009 4:38 pm
Profile
User avatar

Joined: Mon May 18, 2009 4:01 am
Posts: 28
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Holy cow.
First mod I've tried in my whole game.
I loved those colors, the weapons, everything.
I just wish you could make base sprites for the Darkstorm.
And by the way, is this B23?


Sat May 23, 2009 4:55 pm
Profile
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Made in B22, compatible with B23.


Sat May 23, 2009 9:50 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 5/27/09
Gentlemen, BEHOLD.

I list updates at the bottom of the first post. Descriptions have also been updated.

Some things, such as the Active Camo and turret targeting will work a lot better once I can run Lua directly on attachments. As for now, the camo looks weird and the turrets only fire if they can see an enemy's torso or main body.

Actually, I'd really like the Active Camo to work like the cloaking in TF2 (turn it on and off, uses power), and make it standard issue for Shinobis (and maybe other units). But lack of limb/armor control prevents that. So yeah.


Wed May 27, 2009 10:57 pm
Profile YIM
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 2362 posts ]  Go to page Previous  1 ... 109, 110, 111, 112, 113, 114, 115 ... 158  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.199s | 14 Queries | GZIP : Off ]