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 [Scene Request] Artillery-type turn-based game scenario 
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Joined: Wed Apr 09, 2008 7:26 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
what, just right click and "save as"?


Tue Sep 29, 2009 10:10 am
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Post Re: [Scene Request] Artillery-type turn-based game scenario
predcon wrote:
what, just right click and "save as"?

Yes. It's in the friendly png form, not the hideous fudge messed up jpg form so you can use them.

Sprites need improvement, and it will need a smooth 'tank' walkpath. But still, we can all be thankful and p3lb0x actually started it.


Thu Oct 01, 2009 2:50 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
I say make 'em crabs.


Thu Oct 01, 2009 4:46 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
No, the tanks shouldn't be crabs. However, in the original Scorched Tanks, there was a Roller weapon that traced the terrain until it hit a tank, or exploded after a lapse of time if you missed. We could theoretically use Crabs for this particular weapon. Perhaps strap a bundle of dynamite to it, or place a classic round, black bomb in it's claw.


Fri Oct 02, 2009 4:09 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
Shook already made one of those. It's just that his doesn't explode, and that's easily fixable.


Fri Oct 02, 2009 5:23 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
Can it be made to be shot from a tank/turret?


Fri Oct 02, 2009 5:52 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
Um, I may be mistaken, but all p3l made were actors, which can switch weapons, since crabs can't throw grenades, I think, so it's just a matter of scrolling through the weapons. Though to answer your question, yes, you just have to look through the tank's .ini file, find its weapon and replace it with the name of the one you want in, but you must make sure that the new one is loaded before the tank/turret.


Fri Oct 02, 2009 5:55 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
No no no, I don't want the crabs to throw anything, just to carry a cute little bomb or something towards the enemy after it's been launched from a cannon. And if you overshoot or undershoot, or the enemy is dug in or buried due to a terrain generating weapon (The Dirtball weapon), it explodes after a time period has elapsed.


Fri Oct 02, 2009 11:12 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
Metal Meltdown wrote:
Shook already made one of those. It's just that his doesn't explode, and that's easily fixable.
He made a second one that does explode.


Fri Oct 02, 2009 11:14 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
predcon wrote:
No no no, I don't want the crabs to throw anything, just to carry a cute little bomb or something towards the enemy after it's been launched from a cannon. And if you overshoot or undershoot, or the enemy is dug in or buried due to a terrain generating weapon (The Dirtball weapon), it explodes after a time period has elapsed.

That crab bit was related to the turret, not the roller itself.


Fri Oct 02, 2009 11:29 pm
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Post Re: [Scene Request] Artillery-type turn-based game scenario
Metal Meltdown wrote:
Um, I may be mistaken, but all p3l made were actors, which can switch weapons, since crabs can't throw grenades, I think, so it's just a matter of scrolling through the weapons. Though to answer your question, yes, you just have to look through the tank's .ini file, find its weapon and replace it with the name of the one you want in, but you must make sure that the new one is loaded before the tank/turret.


Me and p3l are working on it, and the game mechanics will be all lua. So far it works like this:
You spawn a brain (gamecontroller), it automatically spawns 4 tanks on a random position on the map.
It's the first tank's turn: Select a weapon with A and D and then use your mousebutton to shoot, the longer you hold it, the farther it goes. 5 seconds after the projectile exploded, the next tank will be selected. You can't use Q and E to change tanks, as it will automatically change back to the current tank.
Damage is also done with lua: Every projectile has a maximum range and a maximum damage on a direct hit (impossible). Let's say the range is 100 and damage is 10, so when the projectile hits you 50 px away you'll take 5 damage (linear falloff).
Buying weapons will happen when you shoot. So there is no inventory, you just directly buy it when shooting.

So, yeah, I hope to finish all the lua stuff soon!


Sat Oct 03, 2009 12:53 am
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Post Re: [Scene Request] Artillery-type turn-based game scenario
so, the weapon you've just used doesn't gray out or anything? you can use it over and over?


Sat Oct 03, 2009 12:57 am
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Post Re: [Scene Request] Artillery-type turn-based game scenario
If you have the money, then yes. If you don't have the money, then no.


Sat Oct 03, 2009 1:58 am
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Post Re: [Scene Request] Artillery-type turn-based game scenario
An inventory system would be rubbish, as there won't be buy-menus between rounds as there isn't something as more than one round. So coding an inventory system and having to buy it while the round is going would be the same as buying it when shooting it.


Sat Oct 03, 2009 8:13 am
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Post Re: [Scene Request] Artillery-type turn-based game scenario
Grif wrote:
Turn based play would be accomplished entirely through lua; the player would be locked out of moving their entirely lua controlled tank while the AI fired through lua, and vice versa for the other turn.
Money for damage would probably be a static amount depending on weapon and (maybe) the proximity of the hit.
Buy system doesn't require anything from standard CC because we're not using actual actors

Doc, you might wanna read the whole thread next time.


Sat Oct 03, 2009 11:04 am
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