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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: Flying Fortress: early release
To avoid turret shooting the fortress itself, you can check out Darlos' DS mod. It has these turrets that cannot fire at certain angles without restricting the turret's moving arc. I have no idea about coding so dunno if this will help.
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Thu Jul 02, 2009 2:01 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Flying Fortress: early release
Maybe it would be simpler to just restrict the aiming angle and use some Lua to flip the turret if it was looking the wrong way, wouldn't it? It would look more reallistic, as attached steam turrets shouldn't be able to turn 360º. Though, as everyone says, CC is not about realism.
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Thu Jul 02, 2009 2:08 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: Flying Fortress: early release
Updated list of bugs: -Crashes when restart button is pressed while the fortress is still in service. -The fortress self-destructs upon delivery, does not cause a crash -It will lose control on a regular/random basis, and needs to switch control to its other cannons/turrets to regain control. -Crashes when it dies goes off screen boundary. -Fortress self-destruct randomly while in use. -Acquiring nearby units as its own turrets. -Crashes if a game involving the fortress is quit, then a new game is started. -Legs fail after a while of walking. Areku wrote: Maybe it would be simpler to just restrict the aiming angle and use some Lua to flip the turret if it was looking the wrong way, wouldn't it? It would look more reallistic, as attached steam turrets shouldn't be able to turn 360º. Though, as everyone says, CC is not about realism. The restricted firing arc works badly in CC, namely does not tilt with the unit, and limited customization. It would be better to use Darlos' codes. Besides, it's about making this thing cool, not realistic. And make the turrets face the right way will definitely make it cooler.
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Thu Jul 02, 2009 4:45 am |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Flying Fortress: early release
Hasn't crashed once for me when it dies. It doesn't move, and that is the only thing that bothers me. I changed the weight on most of the attachments to half of what they were, so I might try that out.
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Thu Jul 02, 2009 6:34 am |
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amrobotics
Joined: Mon Jan 15, 2007 1:26 am Posts: 17 Location: Finland
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Re: Flying Fortress: early release
For the turret range thing, I tried this: Code: if self:GetAimAngle(false) < -0.4 then self:SetAimAngle(-0.39) end if self:GetAimAngle(false) > 0.1 then self:SetAimAngle(0.09) end
It works, but only when the turret is controlled by the player.
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Thu Jul 02, 2009 9:28 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Flying Fortress: early release
Why not just use the aimrange variable?
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Thu Jul 02, 2009 8:01 pm |
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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: Flying Fortress: early release
The Decaying Soldat wrote: The restricted firing arc works badly in CC, namely does not tilt with the unit, and limited customization. It would be better to use Darlos' codes. Whilst neither solution is perfect, it's the modder's decision what to use.
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Fri Jul 03, 2009 1:14 pm |
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amrobotics
Joined: Mon Jan 15, 2007 1:26 am Posts: 17 Location: Finland
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Re: Flying Fortress: early release
I have decided to put this project on hold until the next build. In the meantime I'll see if I can compile some of my old mods into one package.
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Sat Jul 04, 2009 8:45 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Flying Fortress: early release
Aw who knows how long it will take for another build to come out. I'm sad now
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Sat Jul 04, 2009 4:09 pm |
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insane_bubble
Joined: Fri May 01, 2009 1:06 am Posts: 7 Location: Wisconsin
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Re: Flying Fortress: early release
zeno39 wrote: Aw who knows how long it will take for another build to come out. I'm sad now They just came out with one two months ago, but judging by the recent speeds of build releases, (and don't quote me on this), but I would guess within 3 months or so.
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Sun Jul 05, 2009 8:57 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Flying Fortress: early release
zeno39 wrote: Aw who knows how long it will take for another build to come out. I'm sad now Well lessee... We have Valve time, then Blizzard time, THEN we have Data Realms time. Sooo, ~3 months years months.
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Tue Jul 07, 2009 4:15 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Flying Fortress: early release
zeno39 wrote: Aw who knows how long it will take for another build to come out. I'm sad now Amro's going to try to release all of his old mods now. Be glad. His mods were amongst the best.
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Tue Jul 07, 2009 6:24 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Flying Fortress: early release
Roy-G-Biv wrote: zeno39 wrote: Aw who knows how long it will take for another build to come out. I'm sad now Amro's going to try to release all of his old mods now. Be glad. His mods were amongst the best. Make no mistake. I am. I have only heard tales of his wonderous mods ( Because the links in the archives are broken They got fixed. Joy.), and they are all good tales indeed.
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Tue Jul 07, 2009 9:35 pm |
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Squeegy Mackpy
Joined: Tue Mar 20, 2007 10:16 am Posts: 186 Location: Australia
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Re: Flying Fortress: early release
Will this be all of the A series? I absolutely loved the twin engines gunship thing with the molebomb.
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Wed Jul 08, 2009 10:15 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Flying Fortress: early release
Amro, it'd be neat if you fixed all the shortcomings of the A-series with lua.
For example, the digging rocket can have auto-scuttle disabled nowadays, with grif's plane code.
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Sat Jul 11, 2009 7:04 am |
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