Experimental Dummy Vehicles (2013-01-03: R12)
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
You know, it's funny. I was already working on that privately.
You can either do it yourself Abdul [you will do a better job than I will] or I could post it here when I finish.
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Mon Nov 15, 2010 6:57 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
411570N3 wrote: I managed to get it to fire from separate barrels by using the TDExplosive method of recoil negation combined with the use of a tracer of exactly the same gibs but on an offset. It works pretty good, actually. It's similar to the 5 barrel machinegun, but asymmetrical. Clever solution, numbers. This might come in handy some time. Roast Veg wrote: You know, it's funny. I was already working on that privately.
You can either do it yourself Abdul [you will do a better job than I will] or I could post it here when I finish. If you posted your solution here it would be much appreciated.
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Sat Nov 20, 2010 4:42 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I'm all done. I don't think I broke anything too much; but if I did then whatever, it still works. It sits on top of the water like a boat when you put it in sentry, but now when you are in charge or the AI is actually moving it around, it will hover above the water. Everything is in if statements so if there isn't any water, it won't freak out and stop working on you. Take a look. Attachment:
File comment: RV's modification to "EDV.rte/Hover Tank/Hover Tank.lua"
HoverTank.7z [2.11 KiB]
Downloaded 352 times
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Tue Nov 23, 2010 3:28 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Thank you! I have linked to your post in the OP.
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Sat Nov 27, 2010 2:40 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I love your mods Abdul! Good as always. The turrets are an interesting implementation, and I'd say are pretty badass, but aren't exactly vehicles, ey? Also, :3
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Wed Dec 01, 2010 12:55 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I thought the turret looked familiar, is it based off of this dummy heavy's weapon? and will we ever get that update!
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Thu Dec 02, 2010 8:47 pm |
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killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Only got one issue with the nailer turret.
It's concrete base is shaped such that aiming downward to its maximum degree will cause the lower barrel to shoot nails into the concrete, limiting the effectiveness of the turret further as the nails get in the way of the additional shots.
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Thu Dec 23, 2010 3:29 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Experimental Dummy Vehicles (2010-12-23: B24)
Good job with the conversion, Abdul.
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Thu Dec 23, 2010 3:34 pm |
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Zeranual
Joined: Tue Dec 22, 2009 5:36 pm Posts: 20
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Re: Experimental Dummy Vehicles (2010-12-23: B24)
Not sure exactly what caused it, but now whenever I call in an armed dropship all rendered frames of the guns will remain, so I leave two intangible gray trails across the sky whenever I fly the thing. I tried redownloading, still does it.
Edit: Only seems to happen when I have "Air Support.rte" (Gunships/UAVs) active with it.
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Thu Dec 30, 2010 4:43 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles (2010-12-23: B24)
Zeranual wrote: Not sure exactly what caused it, but now whenever I call in an armed dropship all rendered frames of the guns will remain, so I leave two intangible gray trails across the sky whenever I fly the thing. I tried redownloading, still does it.
Edit: Only seems to happen when I have "Air Support.rte" (Gunships/UAVs) active with it. Thanks for the bug-report. I will have a fix for this soon.
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Thu Dec 30, 2010 9:18 am |
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killkill85
Joined: Mon Oct 04, 2010 6:42 pm Posts: 63 Location: Dubai,UAE
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Re: Experimental Dummy Vehicles (2010-12-23: B24)
Abdul Alhazred wrote: Zeranual wrote: Not sure exactly what caused it, but now whenever I call in an armed dropship all rendered frames of the guns will remain, so I leave two intangible gray trails across the sky whenever I fly the thing. I tried redownloading, still does it.
Edit: Only seems to happen when I have "Air Support.rte" (Gunships/UAVs) active with it. Thanks for the bug-report. I will have a fix for this soon. I got it too,I have air support as well.I was scared that it wasn't just a visual trail.I thought that the trail was actually the machine guns cloning themselves so I thought that if an enmy dropship would come,it would be DESTRUCTIFIED into a billion pieces by the GLORIOUS UPWARDS RAIN OF BULLETS.
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Fri Dec 31, 2010 9:27 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Experimental Dummy Vehicles (2010-12-31: Bugfix)
So yeah, me and Abdul figured out a way to make the wheels not settle, aswell as for it to generally just float over terrain and not dig huuuge pits. In EDV.rte/Armored Car/Armored Car.ini, add this: Code: AddEffect = MOSRotating PresetName = APCWheel Mass = 50 >>>MissionCritical = 1 <<< GlobalAccScalar = 0.5 AirResistance = 0.015 RestThreshold = -100000 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = EDV.rte/ArmoredCar/Wheel.bmp FrameCount = 1 SpriteOffset = Vector X = -13 Y = -13 The armored car feels a LOT better and becomes a very fun thing to have, less terrain digging, no wheels settling, smoother driving etc.
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Fri Jan 14, 2011 4:39 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Experimental Dummy Vehicles (2010-12-31: Bugfix)
MissionCritical? Like the chip thingy in Zombie Cave?
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Fri Jan 14, 2011 4:44 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: Experimental Dummy Vehicles (2010-12-31: Bugfix)
Yes.
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Fri Jan 14, 2011 5:03 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Experimental Dummy Vehicles (2010-12-31: Bugfix)
Have a .gif. edit: quote from last page: Lizard wrote: So yeah, me and Abdul figured out a way to make the wheels not settle, aswell as for it to generally just float over terrain and not dig huuuge pits. In EDV.rte/Armored Car/Armored Car.ini, add this: Code: AddEffect = MOSRotating PresetName = APCWheel Mass = 50 >>>MissionCritical = 1 <<< GlobalAccScalar = 0.5 AirResistance = 0.015 RestThreshold = -100000 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = EDV.rte/ArmoredCar/Wheel.bmp FrameCount = 1 SpriteOffset = Vector X = -13 Y = -13 The armored car feels a LOT better and becomes a very fun thing to have, less terrain digging, no wheels settling, smoother driving etc.
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Fri Jan 14, 2011 5:21 pm |
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