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Ravendark

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Everything posted by Ravendark

  1. So i've been playing arround with the linedamagemodule in the effort of creating a scything railgun efffect similar to tiberian sun's railguns. I used to do this with the Lineardamage module (the sonic turret/terraforming station weapon)...it has its up and downs, and i was looking for another (maybe better) method. Enter the LineDamage weapon segment. Used in RA3 by Natasha, this piece of code is in TW/KW aswell. I just never touched it because...reasons i guess. So after experimenting with it i just want to share my results, iirc Madin was interested in this particular code aswell. ------------------------------------- I used the lineardmg module in combination with a custom particle FX(projected particles across a vector with a speed) to create the railgun scything effect. The downside was that due how the linear "wave" travels from sender to target, aim direction and actual wave direction didnt always perfectly match up, specialy if the aim weapon uses scatter. Now with the linedamage weapon component, seeing as everything happens inside the weapon itself, the line damage ...well lines up perfectly with the direction of every shot itself. The downside is the coding used to set beginning and end effect of the linedamage isnt fixed like it was for the lineardmg module, but is relative to the target. Depending on the lead in size, if the target is to close to the shoot the damage effect will even propogate behind the shooter. Also neither tracer draw or projectile draws will propogate past the target, they stop at the target unlike in RA3 where the tracer draw compensates for the lead in and out coding. One verry lucky, altho probably un intentional benefit this linedamage coding has: it will clear garrisons, per unit..it visualy looks like a railgun hits a individual unit behind the walls. the downside of this..i cant think of a way to disable the anti garrison effect atm...so its a take it or leave with this coding. I remember tho that (not sure if was Styx or Madin) one of them wanted a linear damage effect for their disruptors that could clear garrisons....this seems like its a easy way to do it. But due to not being able to have a projectile or tracer draw propogate past the initial target...i had to fall back to my particle FX to simulate a railgun effect...i basicly use a directional particle FX trigggered from the weaponFireFx setting in the weapon to simulate my railgun penetration fx. Just wanted to share my early findings as iirc their was interest in something like this. below video displays the linedamage weapon in effect, on the apc it shows the lack of visual penetration past the point of fire, on my commandos it shows my custom particles visually simulating a railgun shot and at the end of the video i kill the engineer behind my commando due to how the leadin/leadout is relative to the target area and not the firing object. Also i have the line widt set to really narrow (less then 5 iirc) so i need to adjust a few times with force fire to line up the damage hence why it looks why the commando isnt hitting anything the firs 5 shots or so.
  2. You could try to use the wallsegment build coding to do a direction like effect after you spawn the hub...but that involves a 2 step process and you can prob forget any kind of ai usability.
  3. Ye that seems like a pickle. From the top of my head i can only think of a projectile that uses a fireweapon update....any other solution i can think of atm propegate past the initial target or have issues when the target closes in to the firing object. But the problem with a railgun is that the carrier projectile's speed is to fast for the fireweaponupdate to be proccing reliable...or atleast it has been in my little tests.
  4. Try bypassing that part then by having the crystal use a attribute aura that gives a status or model condition to your devourer, then trigger the rest of the lua code by a event condition for that status/model condition?
  5. Ravendark

    Why C&C4 was a bad game?

    The gameplay and pacing was horrible, the story wasn't better or worse then the RA3 one, but due to expecting a more serious story from the tiberium franchise, the story was considered horrible to previous standards. Also every actor basically phoned in their performance. The always online thing was crap as well, but not a deal breaker tbh. But i do like the music, some of the best music i heard in c&c because i personally prefer the orchestral and atmospheric music over the hard rock/metal stuff. But those are my preferences. From a modder's standpoint i would've loved to see what you could do in TT, some of the things showcased in it through the game had interesting possibilities. It is a shame the game itself didn't really use them to their fullest.
  6. You are referencing the asset file as a whole and don't have the w3x files?
  7. Ravendark

    Are you getting tired of movie reboots/remakes?

    From what i understand (and seeing there isnt that much info aviable yet i can be wrong ofc) are tom cruise'Mummy and branden frasiers mummy not set in the same universe. The old Mummy movies had their own universe and lore. The new on is set in a universe that contains the wolfman, frankenstein, dracula etc..your proverbial monster mash universe if you will. So the early criticism is a bunch of bull**** if this is the case. Also imo only the first Mummy movie was decent, Returns and the dragon emperor's tomb or what ever it was called were horrible tbh. Like taxowlbear says, if they are good i don't mind watching any kind of movie, the problem is that recent remakes or reboots are cash grabs mostly. And this has been giving rebooting/remaking a dark stain as of lately.
  8. Ravendark

    MechWarrior 5: Mercenaries

    Never been that much into the mechwarrior franchise, but i could go for a mech game that is about more then just blasting other mechs..maybe weave some looting/salvage mechanics with abit of freedom to roam/deploy and choose your missions etc into it. Maybe some base customization aswell instead of only mech loadouts and so on.
  9. Not really, or not intentionally atleast...maybe i botched my syntax if it reads like that? My train of thoughts was : Gen/ZH uses a aging modified w3d engine used in renegade (and emperor:battle for dune iirc?) -> They could've done more with it at that time but whent with a "good enough for now"aproach. Then they kept slapping revisions and extra's and removing other parts for bfme1/2 and tw/kw to it respectively. When i said butcher i was having more of a sloppy plastic surgeon-butcher work in mind if that makes more sense syntax and expression wise. From my time and experience modding Sage1 comes across as a constant patchwork, with even alot of anotations stating things like:"left over from x-game, doesnt work anymore" or "Temporary fix thill john/bill/joe fixes this module" and alot of barely working modules. Where as Sage2 feels like alot cleaner version code and function wise, it feels more intentional in its design. So when i claim Sage is still a good engine, i'm leaning towards the sage2 with that sentiment. Does that make more sense?
  10. They basicly overhauled the w3d engine from westwood they allread used in renegade. Gen. was just the first to use it in its revamped form renamed to sage. After Gen they basicly kept chopping and butchering at it for bfme, tw and more. Even ra3 and tt use sage, but atleast they completely overhauled its renderer. A much needed overhaul long overdue. Sage is still a good engine today,specialy the sage2 when it comes to the rts format. It is everything that is build arround it is to crappy EA standards. Maybe RA3 being the exception if you disregard the artistic choices. It will be highly unlikely that EA releases another FPS even with rts components. At the moment they allready have the Battlefield series and titanfall series. Both took a hit on sales this years and didnt meet the expected quota. The popular idea is even that EA released Titanfall2 to soon after BF1 this year and basicly was competing with itself (Cod:IW basicly sank itself long before it could even be released due to negative fanboyism so it wasnt even considered a competitor this year). So it seems unlikely EA will introduce another FPS into its line up, as it is basicly just competing with itself at this point.
  11. Any engine is basicly modable, if you can relay the workings to the community or supply a user friendly sdk for it. Modding is rarely included in the development budget so it is never a priority. Saying you can't mod an engine means either 2 things: "We don't want to make our engine accessable to the public"or "there isnt any profit in this to waste time for a sdk on it" Generals wasnt epic it was a quick cash grab on the c&c franchise rehashing a aging sage engine. Wich is basicly the idea behind most c&c games released after tiberian dawn imo. All released to soon with to little content to be fixed in overpriced patches misslabled as expansion packs. Civ isn't a rts, it is still turn-based the last time i checked. DoW and CoH are also not comparable to any c&c game (besides TT wich is a whole rant on its own worth), They rely on different mechanics for managing units. SC survives on 2 things: it's cult folowing and lack of compitition. Imo the only good and innovative change come to SC2 are maybe the Nova missions but imo both campaigns after wings of liberty were disapointing. You might aswell have said: "c&c needs to be 20% cooler" That would've made about as much sense as calling it Epic. And i will only believe there is a new c&c game the moment i find it on origin or steam....no amount of press (and i use that word verry lightly) coverage will convince me other wise.
  12. Have the tiberium crystals give a attribute mod through a aura or weapon nugget. That sets a modelcondtition/object status, evaluate that in the scriptedeventlist...on modelcon./objectstat. do function function UseTibThiefSp (self,other) If ObjectTestModelCondition(self, USER_2) =/=1 then ObjectDoSpecialPower(TibCrystal, ConversionbeamSP) End End Something like that maybe?
  13. Ravendark

    Desktop CPU Thread

    Anything past a 4 or 8 core is like owning a 4wheel drive monster truck while living downtown in a city. Wasted. Hardly any platforms or software is trully designed or optimized for that atm, there are a few proffessions that come to mind were such a multi core could be usefull, but for your typical consumer/amateur such a core setup seems wasted, specialy at that price tag.
  14. used a multi target specila power for a airstrike way back, it was based of the the nod dcoy army special power. You can trigger 2 different specialpowers with it...have each sp spawn a dummy object and have the first fire something at the second dummy...you can use the fire direction to spawn a weapon ocl that aligns a ocl object with the fire direction <MultiplePowersTargetedPowerButton id="SpecialPowerCloneObjectSpawn" RadiusCursor="TargetingDecalDecoyArmy"> <State Description="DESC:PlayerPowerDecoyArmy" TypeDescription="TYPE:PlayerPowerDecoyArmy" Title="NAME:PlayerPowerDecoyArmy" Image="Button_PlayerPowerDecoyArmy"/> <AdditionalSpecialPowerTemplate>SpecialPowerCloneObjectSelect</AdditionalSpecialPowerTemplate> <AdditionalSpecialPowerTemplate>SpecialPowerCloneObjectSpawn</AdditionalSpecialPowerTemplate> <AdditionalRadiusCursor>TargetingDecalDecoyArmy</AdditionalRadiusCursor> <AdditionalRadiusCursor>TargetingDecalDecoyArmy2</AdditionalRadiusCursor> </MultiplePowersTargetedPowerButton> and my slightly adjusted airstrike power i was testing with: <MultiplePowersTargetedPowerButton id="SpecialPower_OSR_A10BombingRun" RadiusCursor="TargetingDecalOSR_A10"> <State Description="DESC:PlayerPowerDecoyArmy" TypeDescription="TYPE:PlayerPowerDecoyArmy" Title="NAME:PlayerPowerDecoyArmy" Image="Button_PlayerPowerDecoyArmy"/> <AdditionalSpecialPowerTemplate>SpecialPower_OSR_A10BombingRun</AdditionalSpecialPowerTemplate> <AdditionalSpecialPowerTemplate>SpecialPower_OSR_Tier2A10BombingRun</AdditionalSpecialPowerTemplate> <AdditionalRadiusCursor>TargetingDecalDecoyArmy</AdditionalRadiusCursor> <AdditionalRadiusCursor>TargetingDecalDecoyArmy2</AdditionalRadiusCursor> </MultiplePowersTargetedPowerButton> You get the idea i think. im currently in the proccess of a reinstall of my pc, so half my tools and software isnt working (yet) else i would work something out and give you a hand with it. But im pretty confidant its doable from a special power perspective.
  15. From the top of my head: Multitarget special power...you can spawn 2 objects , you can use the multiple click mechanic to define a start and end position between them? Have them fire/lua at eachother triggering a replaceself sp maybe or so?
  16. Ravendark

    PC Gamer's Top 100 Games (2016 edition)

    Why argue about ranking lists, they're always subjective. That is like arguing someone's favorite color. Same with scoring a game. These gaming magazines/sites are a relic of the past imo.
  17. If they are not in the schematics they are not ingame anymore. You can always try to use the following: ForbiddenParentStatus + IS_FIRING_WEAPON or IS_ENGAGED or IS_ATTACKING Another option is to use a lua event to trigger a modelcondition: OnDamaged > run script something like: function OnDmgSetCondition(self) ExecuteAction (UNIT_SET_MODELCONDITION, Self, "USER_30") end or function OnDmgSetCondition(self) ExecuteAction (UNIT_SET_MODELCONDITION_FOR_DURATION, Self, "USER_30", "10s" ) end or something along the lines of that, might need to experiment with the variables. You might also be able to use the damageStateList module, but i haven't used that myself yet so not sure if it works or works correctly.
  18. The TW xmls are the 1.09 versions...you need the 1.09 version of the game to install the sdk anyway. Create a new xml file and just add the changed locmotor to it, then reference that file in your mod.xml file and compile the mod.
  19. Ravendark

    Anti-air obelisk

    Doesn't work like that. <WeaponSlotTurret ID="1" AllowInterleavedFiring="false" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" WeaponChoiceCriteria="PREFER_MOST_DAMAGE"> </WeaponSlotTurret> The attributes only effect their own. Not a another one. So they only effect ID=1 and not the ID=2. Weaponslot ID's work independently of each other. If you want to have a Primary and secondary(and so on) setup, you need to define your weapons correctly. IF both weapons are considered equal only one will be used. You define which one to use by either limiting their objectfilers to INFANTRY or VEHICLE etc etc, differentiating their dmg output or range. You then combine that with either: AllowInterleavedFiring="false" >>> Weapons will not fire in turn during the RELOAD or INBETWEENSHOT Status, when true they will but will do so depending on InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" >>>> first weapon not on RELOAD and able to target that object will fire InterleavedStyle="INTERLEAVE_RANDOM" >>> will alternate when only 2 weapons, when more (TERTIARY, QUATERNARY and QUINARY) will choose at random between all weapons. WeaponChoiceCriteria="PREFER_MOST_DAMAGE" >>>check the schematics for other options, but you can use this to force which weapon to use depending on the dmg it does. If you use a no interleave firing setup, remember that even if a weapon isn't firing (reloading or in between shots) it is still "locked" on the target until it is out of range and it re-scans for new targets or in till it is destroyed. So i would try with a interleave=true and a prefer most damage criteria and a interleave first available setup.
  20. Ravendark

    Rogue One: A Star Wars Story

    Why wouldn't you watch a prequel to E4 untill E8 comes out? They aren't connected. Rogue one is purely about the theft of the death star plans prior to the "first" SW movie.
  21. You don't make your connection stable. That is what your provider is for. Period. They either provide a decent line signal or they don't. Signal quality aside. If you get crap performance on your side of the modem/router it can be faulted to: 1. UTP cable: This either works perfectly or you have a busted cable. 2. WIFI: A numerous of **** can hamper wifi connections. 3. PLC(powerline com. devices): The devices are ****, can't connect or keep connection to eachother, your house has crappy electrical wiring or your devices are on seperate electrical circuits, or you're using a splitterbox with current/lightning protectors. Given your connections are working fine. Your distribution devices aren't. Overheating modem/switches, faulty software/updates on your modem. Update its firmware if possible, reset to factory defaults etc etc..the usual helpdesk support stuff. Given all your connection hardware is working fine: Bad network card/wifi adapter in your pc/laptop. Update its software, worse case replace. You can basicly do a /ping command in your cmd box to check if you have package loss and/or delays. Or do a /pathping if you have extra switches or routers in your network setup and want a detailed overview. When it comes to slowing your pc down: Internet doesn't slow your pc down. peripheral software does..like dl accelerators, programs that constantly connect to the internet and do numerous of **** in the background..like Steam and such, anti virus updates, skype etc etc. You can dl something like wireshark and have it capture your network adapter and check if and where outgoing connections are being made. you could use the /netstat command in cmd box aswell. You can try a /netview command to check if any other devices are on your workgroup. General slowdowns come from either overtaxing your cpu and/or overheating(both cpu and memory). Both shutdown in cases of extreme temperature.
  22. Did you do as she said: Change the BUTTON to targeted ? The unit abilitybutton is a specialpowerbutton by default, change it to targetedspecialpowerbutton. then try again if it works. Replace self logic will most likely not work for your intended purpose of keeping the passengers. You probably have to work within the existing unit to keep the passengers.
  23. I don't think you can teleport something into a garrison/container. Mixing the teleport(specialpower) with the transport(opencontain module) is comparing birds to mammals....i think they are to different to work similar. Enless the teleport has a init ability to do so, which i doubt.
  24. Ravendark

    Anti-air obelisk

    change the AA laser to a different weaponslotid or add interleavefiring and try setting it to prefer_most_damage or so.
  25. That is because the game egnine doesn't use a hybrid perse, but does a transition unto another surface depending on the option you set in the locomotor or by using sertain conditions: Stuff like HOVER and the surfaces. Or having a second locomotor in the game object with a special conditions like: NORMAL_UPGRADED or WALL_SCALING+ WALL_RAILING (maybe cliff would work here aswell)
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