C4 Sprayer and Detonator WIP w/ Proxy Detonator (6/30/2009)
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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C4 Sprayer and Detonator WIP w/ Proxy Detonator (6/30/2009)
A simple and straight forward splicing of the Concrete Sprayer and the C4 and Detonators. Could use new sprites (anyone interested?), but the default Concrete Sprayer sprite works well enough. New version actually includes a working Proximity Sensor to detonate nearby C4 spray, a much better coded explosion sound and tweaks to ammo capacity and sharplength on the normal remote detonator. Thanks again to mail2345 and Geti for lua help. Updated unnecessary TDExplosives to MOSRotatings to prevent overloading MaxUnheldItems. Video of Proxy Sensor in action laggy but does get the point across. old flamey version gifAttachment:
File comment: C4 Sprayer, Remote Detonator, and Proxy Detonator.
c4sprayer.rte.0.6090630.7z [5.6 KiB]
Downloaded 941 times
// Update log 2009/06/23 v0.55 version includes a single explosion sound from the point of explosion that does not over-ride the detonators click, a new proximity sensor detonator, a module icon placeholder, and some behind the scenes changes that should have no effect on gameplay. 2009/06/20 v0.5 Update includes a tweaked explosive with less fire and lag and one explosion sound and probably a few other minor tweaks. Thanks to mail2345 and Geti for lua help, and firecrystal for a nice new C4 explosion to base the less laggy c4 spray on. Things to do:
- Get Proxy Detonator into the Tools menu.
- Fix occasional C4 detonation due to actor contact.
- Limit the number of particles that get stuck in the air.
- Tweak offset for spray coming out of sprayer.
- Ponder alternative detonation triggers, such as binoculars.
- Ponder additional delivery methods.
- Fix overloading MaxUnheldItems.
- Make it so one sound effect is called per explosion, not one per explosive.
- Have explosion sound emitted from explosion point rather than detonator.
- Fix Proxy Detonator
Last edited by Asatruer on Wed Jul 01, 2009 2:25 am, edited 13 times in total.
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Fri Jun 19, 2009 3:22 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: C4 Plastic Explosive Sprayer and Detonator
Huh, looks neat. I'll try it out.
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Fri Jun 19, 2009 3:44 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: C4 Plastic Explosive Sprayer and Detonator
It does look neat, but is it laggy? I'll have to see.
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Fri Jun 19, 2009 3:47 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: C4 Plastic Explosive Sprayer and Detonator
Okay, one suggestion: make each individual C4 particle gib into a LOT less stuff. Right now its pretty ridiculous.
Otherwise, this is a neat idea.
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Fri Jun 19, 2009 3:50 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: C4 Plastic Explosive Sprayer and Detonator
Well, c4 is pretty crazy. On the other hand, maybe remove the napalm effects? That'd reduce the lag a lot, and c4 isn't napalmy anyway.
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Fri Jun 19, 2009 3:59 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: C4 Plastic Explosive Sprayer and Detonator
Ingenious. Except, C4 doesn't really make fireballs, its really just a big boom, that's about it.
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Fri Jun 19, 2009 4:08 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: C4 Plastic Explosive Sprayer and Detonator
Awesome but the lag of the ground fire emitter effect ruins it. Ruins it.
You should make the explosions cause a slight velocity increase for particles within a range, and concussive forces for particles based on Lua. That way the multiple overlapping explosions would increase the explosion size (particles' velocity) as well as intensity.
A different way you could go about detonation, make the detonator gib any magazines of the sprayer, and activate c4 nearby it, and activate any c4 nearby that explosion. This would make it so there would be a legit realistic detonator (the mag) that could be deactivated (shot and gibbed).
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Fri Jun 19, 2009 4:24 am |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: C4 Plastic Explosive Sprayer and Detonator
Obviously the more you spray the more laggy it gets. At first I had both the round and the tracer be explosive, and that was just bad. Currently only the tracer is an explosive and 1/8th of the particles is a tracer so it is easy to just change the rtt to tone it down as needed. Too many gibs? That is likely, it is a copy of the normal C4 gib list, but with 1/10th the count on each individual gib. Honestly, and embarissingly, I do not really know which gibs are just cosmetic and which ones deal out damage. The napalmy effect is, I am guessing, coming from the Fuel Fire Trace Gray, which after looking at pyro.ini, has an awful lot of emissions.
I do like Azukki's detonator gibs the mag and the mag gibs the c4, as well as the concussive forces idea, but I do not currently have the lua skill to pull that off.
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Fri Jun 19, 2009 4:30 am |
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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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Re: C4 Plastic Explosive Sprayer and Detonator
Ha ha! This is awesome! Trying it out right now n_n
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Fri Jun 19, 2009 4:37 am |
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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: C4 Plastic Explosive Sprayer and Detonator
Very cool. This is actually something really useful. Like other people said, though, no flame effects please.
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Fri Jun 19, 2009 4:38 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: C4 Plastic Explosive Sprayer and Detonator
the napalm is ground flames. fuel fire trace gray is a fireball effect. why the vanilla C4 burns stuff is yet to be determined, likely lax devs.
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Fri Jun 19, 2009 4:41 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: C4 Plastic Explosive Sprayer and Detonator
That would be me. I put it in because it made C4 more useful, seeing as how it doesn't actually breach walls in the game. It can be removed pretty easily though. Nice mod concept, by the way.
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Fri Jun 19, 2009 5:02 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: C4 Plastic Explosive Sprayer and Detonator
All the fire. It hurts my processor. I'd recommend you eliminate it and add more explosive, but far less power per particle.
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Fri Jun 19, 2009 5:15 am |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: C4 Plastic Explosive Sprayer and Detonator
TheLastBanana wrote: I put it in because it made C4 more useful, seeing as how it doesn't actually breach walls in the game. It can be removed pretty easily though. Nice mod concept, by the way. Yeah, I stripped out all the fire and it still goes boom nicely, but is no where near as good at killing actors or breaching doors. More tweaking in order to have the desired effect without the fire.
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Fri Jun 19, 2009 5:24 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: C4 Plastic Explosive Sprayer and Detonator
Wow, I'm unbanned (that was a fair cop, I'll admit)
Looks like a really cool idea, and it could be really useful for laying traps (exploding floor? YEAH!) Maybe you could add different 'colours', like the normal C4, and it could use the same detonators too!
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Fri Jun 19, 2009 5:54 am |
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