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adityars

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Everything posted by adityars

  1. I use undefined the same way - A non numeric value to indicate an immediate hit. In my code, speed = -1 would make the bullet go in the opposite direction very slowly I'll switch over to the /256 values next time I add some weapons.. For now have to get the barracks working to make troops... Also want to add the 2 barracks = 1/2 production time and the select primary building ability....
  2. Finally... Got splash damage working, correct unit death sounds and animations and vehicle destruction sounds and animations.... And the mission accomplished sign and sound.... A good days work This is how I store em... var weapons = { list:{ 'chaingun':{ name:'chaingun', // Guard Tower/Apache machinegun damage:25, rateOfFire:50, range:4, sound:'gun8', muzzleFlash:'minigun', projectile:'invisibleheavy' }, var bullets = { type:'bullets', list:{ 'invisible':{ name:'invisible', explosion:'piff', warhead:'smallarms', rotationSpeed:0, bulletSpeed:undefined, innacurate:false, smokeTrail:false, image:undefined }, var warheads = { 'smallarms':{ name:'smallarms', spread:2, wood:false, walls:false, infantryDeath:'die-normal', damageVersusArmor:[100,50,56.25,25,25,0]
  3. BTW, The die-1 to die-5 in the infantry animation don't seem to coincide with the warhead infantry death indexes As far as I can tell , the infantry animations in the file are "die-normal":1 "die-explode":2 "die-fling-1":3 "die-fling-2":4 "die-fire":5 As per the INI file, ; Infantry death animations: 0=normal, 1=frag, 2=explode, 3=fire, 6=eaten ; (used for carnivorous dinosaur healing). The values 4 and 5 are used by .... So not sure how they map
  4. Cool thanks for the sound mappings... Any way I can extract the font files and convert them to a windows TTF file or something? Googled around, but didn't find anyone who has tried something like it.... Screen capture might not work too well .. Besides when I add scores and stuff, I need to start using the original fonts....
  5. roundhouse kick, face hit 1,2,3, gut hit 1,2,3, hop punch???? WTF.. They have enough moves to make mortal kombat.... Why would any idiot punch when his opponent has a gun?
  6. Well... I just need the mini gunner for the first few levels... Won't need engineers for a while.... Will try working in some of the death animations now... How do I know which scream/sound to use for a specific death? Also on a side note, where can I get the images for "Mission Accomplished" ?? I couldn't find it anywhere....
  7. They must have figured, if it works so well in C&C, why change it .... . This infantry anim file is going to be really useful... It is hard to see the infantry properly because of how small the images are...Doing this manually would have been painful.... I'll take a look at the TS ini file too.. .I am not using "prone" yet, because I didn't know how/when to use it....
  8. I found the RA.ini file on the web... It is a goldmine of information ... Didn't find anything about the doubling of building life in there though.... ---- edit: Never mind... I just saw that they double values for turrets and buildings in the RA.ini file... Fixed it... Was wondering why the game seemed so easy before.. Now I'm getting killed
  9. Yep... Haven't integrated infantry deaths based on warhead types.... I just wanted something fun out there to mark the death.... Once I get all the infantry death animations sorted out, I should be able to correct that.... Is that hit point doubling only for structures or for everything? No I don't double yet.. I didn't know that... Thanks!! I did the video before I saw some of the unit dead animations related stuff... I have fixed the dying animation/sound for vehicles now based on the ini files...
  10. 1. Thanks... Since I use config files within the game, I just have to plug in these settings to have the game sound perfect..... It will also make it easier to identify the death animations and stuff. 2. I think I figured it out with a little playing around. ROF is a cool down period. So after a shot, I count down from ROF to 0 before I can fire another shot. Check out the demo video of my latest code update... I think it looks pretty close. (though obviously not perfect) 3. I already have that url bookmarked and it's always open on one of my tabs.... I wouldn't have been able to do half the stuff I've managed in the last few days without these files ..... Didn't realize you'd updated the warheads file.. Will take a look.... BTW, Where is the rules.ini file?
  11. Thank you. This information is exactly what I needed to recreate this game in Javascript. I had a few doubts that I hope someone here can help me with. 1. Do you have a mapping for Animation to Sound? For eg. which sound file should I play for the Frag1 explosion animation? I know that I need to play rocket2 when firing BoatMissile. However I didn't see any file that maps what sound I should play when It lands. If someone happens to have a mapping file, that would be really helpful. 2. How does the game use the ROF (rate of fire) to calculate time interval between shots? Also, the BoatMissile fires two shots at a time. Is there a setting in somewhere that indicates this? 3. When the bullet lands, is there a way to indicate whether it does area/splash damage, and what the affected area for the weapon is? Appreciate any feedback/advice. This is the project I am working on. www.adityaravishankar.com/projects/games/command-and-conquer/ ... Recreating C&C - Tiberian Dawn in Javascript. The new version that I am currently writing has all the units (GunBoat, Hovercraft etc...) which is why I need the extra details to perfect the game. Thanks...
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