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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: The Jericho Missile (WIP)
As for the homing, what sort of homing do you need?
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Wed Sep 02, 2009 7:24 am |
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xerxys
Joined: Sun Feb 17, 2008 11:21 am Posts: 54
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Re: The Jericho Missile (WIP)
This Looks Awsome. Three things however, Could you make the mini missiles move just a little faster, they look a bit sluggish at the moment. Also use p3lb0x's homing code, it's the best by far for little missiles(make them go ground based actors as well though Also swarm thinking would be cool ( the missiles don't all go for the same target, they split up and kill everything.)
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Wed Sep 02, 2009 10:00 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: The Jericho Missile (WIP)
Yea, the missles must spread to give the original large area pwnage.
deathbringer you really are a WMD master. I salute you.
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Wed Sep 02, 2009 10:31 am |
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AlphaCommando
Joined: Wed May 02, 2007 10:27 pm Posts: 514 Location: Eating ice cream at Graeter's
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Re: The Jericho Missile (WIP)
This is really cool and seems to work like the name implies, however; one thing, making some of the missiles bunker busters might increase utility.
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Wed Sep 02, 2009 2:13 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: The Jericho Missile (WIP)
AlphaCommando wrote: This is really cool and seems to work like the name implies, however; one thing, making some of the missiles bunker busters might increase utility. I agree. The big one could be a bunker buster.
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Wed Sep 02, 2009 2:35 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: The Jericho Missile (WIP)
piipu wrote: As for the homing, what sort of homing do you need? When the missile is shot, it needs to home on an enemy (clone, crab whatever) and when the missile is like 200 px from that enemy, it should gib into the spent jericho case with all the gibs I put there as well as becoming dumb from this point, slowly falling without using thrusters, like its shown right here. The swarm missiles doesn't home in though, they just split up and kill everything without even homing in. I can even make the missiles blow up in a larger area right now. I only need the homing for the jericho to be usable on larger maps as well as smaller maps. AlphaCommando wrote: This is really cool and seems to work like the name implies, however; one thing, making some of the missiles bunker busters might increase utility. The spent jericho case is actually one big bunker buster. I only need to increase the terrain damage done by this one. Another thing to add to the to do list. xerxys wrote: Could you make the mini missiles move just a little faster, they look a bit sluggish at the moment. Will do.
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Wed Sep 02, 2009 2:44 pm |
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xerxys
Joined: Sun Feb 17, 2008 11:21 am Posts: 54
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Re: The Jericho Missile (WIP)
I started doing the stuff I said, 'cause I thought this was awsome but could be better, but I have to go away for a week.
Here it is, currently giving a lua error
P.S. I know This isn't my mod but it was awsome, so I added lua
Attachments:
File comment: Here it is
Jericho.rte.rar [536.09 KiB]
Downloaded 188 times
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Wed Sep 02, 2009 2:45 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: The Jericho Missile (WIP)
Oh, that's why it doesn't work. NOW I understand. Edit : Update!
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Wed Sep 02, 2009 3:42 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
I like this, its very cool visually although it lags a little. If I can suggest, make it manually controllable ACRocket so you can use it like a tactical wide-area mass destruction weapon. Like a remote control cluster cruise missile. Try to reduce the particle count and/or remove some effect particles that are barely visible anyway. In short, use less, but more deadly particles(high mass, low-ish sharpness).
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Wed Sep 02, 2009 4:52 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: The Jericho Missile (WIP)
xerxys wrote: This Looks Awsome.
Three things however,
Could you make the mini missiles move just a little faster, they look a bit sluggish at the moment.
Also use p3lb0x's homing code, it's the best by far for little missiles(make them go ground based actors as well though
Gif goes here
Also swarm thinking would be cool ( the missiles don't all go for the same target, they split up and kill everything.) You realize that, that's the coalition homing rocket launcher code, right? edit: http://dl.getdropbox.com/u/1649320/Cortex/Jericho.gifYou should really put some velocity the on trails. It makes it much more consistent rather than a dotted path
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Wed Sep 02, 2009 4:56 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
Okay wow this is pretty cool.
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Wed Sep 02, 2009 5:06 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
Here's the bigmissle code. xerxys, argumentless functions still require brackets at the end. IE bobby:GibThis() and not, bobby:GibThis. Oh and this is pretty damn awesome by the way, great job.
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Wed Sep 02, 2009 6:46 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
Roon3 wrote: Here's the bigmissle code. Code: ERROR: Jericho.rte/BigMissile.lua:23: attempt to index global 'WaitDetTimer' (a nil value) x2 in console.
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Wed Sep 02, 2009 11:50 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
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Thu Sep 03, 2009 12:05 am |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
Okay now the lua script runs without errors but the missile doesn't home in and rarely gib by itself... can anyone actually make a "working" lua script?
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Thu Sep 03, 2009 12:27 am |
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