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Improved Flamethrower
Moderators: Gangster
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Oct 23, 2012 2:29 pm    Post subject:  Improved Flamethrower Reply with quote  Mark this post and the followings unread

Improved Flamethrower for RW's Devils Tongue
(utilizing upcoming 0.3 feature, cyclic gattlings)



Code isn't perfect. I would say it works 99.9% Sometimes it can pass firing fire stream. probably because of Stage or ROF values. I am not sure how to handle this. Never worked with Gattling stuff before.

Code:


[SUBTANK]

Gattling.Cycle=yes

;-----Gattling stuff-------
Primary=FireballLauncherA;AGGattling
Secondary=AAGattling

IsGattling=yes

TurretCount=1
WeaponCount=6

Weapon1=FireballLauncherA;AGGattling
EliteWeapon1=AGGattlingE

Weapon3=FireballLauncherB;AGGattling2
EliteWeapon3=AGGattling2E

Weapon5=FireballLauncherC;AGGattling3
EliteWeapon5=AGGattling3E


Weapon2=AAGattling
EliteWeapon2=AAGattlingE
Weapon4=AAGattling2
EliteWeapon4=AAGattling2E
Weapon6=AAGattling3
EliteWeapon6=AAGattling3E

WeaponStages=3
Stage1=0;1;200
Stage2=50;400
Stage3=80;100;600

EliteStage1=100
EliteStage2=200
EliteStage3=300

RateUp=1
RateDown=0;50

;-----End Gattling stuff-------


[WeaponTypes]

[FireballLauncherA]
Damage=0
ROF=50;10
Range=4.25
Projectile=Invisible
Warhead=Fire
Speed=100


[FireballLauncherB]
Damage=0
AmbientDamage=2
ROF=10
Range=4.25
Projectile=Invisible
Speed=1
Warhead=Fire
Report=FLAMTNK1
UseFireParticles=yes
AttachedParticleSystem=FireStreamSys
;Burst=2

[FireballLauncherC]
Damage=10
ROF=150
Range=4.25
Projectile=Invisible
Warhead=SAFlame2;SAfire;HE;Fire
Speed=25;100
Bright=yes

[SAFlame2]
Verses=100%,80%,80%,50%,25%,25%,75%,50%,25%,100%,100%
InfDeath=4
AnimList=INITFIRE,INITFIRE2
Bullets=yes
ProneDamage=70%
Bright=yes
Particle=NewSmokeSys;TestSmokeSys
CLDisableBlue=true   
CellSpread=.5
PercentAtMax=.5
CombatLightSize=50%
EMEffect=yes ; Enable randomness in AnimList


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 23, 2012 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, nice effect. The CLDisableBlue effect is cool.

As an alternative, how about using an arcing dummy projectile? Give this invisible projectile a special fire traileranim, that also spawns some flame debris.
This can be fired in a rapid burst as well, so it looks like a constant stream of fire instead of only a single fireball.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri Nov 16, 2012 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster, I know you're busier these days but I just wanted to let you know how much I've enjoyed seeing all of yall's hard work on this mod, and, well, I'd actually love to lend my support if I can.

I have some graphics, mapping, and modding experience, and am willing to learn 3D and/or hard coding. It wouldn't be any risk to you to throw some time-consuming task my way, and if my work sucks you can toss it.

Let me know how I can help if you're interested. I'm used to figuring things out as I go, and I may ask a question or two, but I have a lot of spare time.

I think everyone would really like to see this mod finished, and I for one am willing to volunteer my time and sweat to see that happen.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Nov 16, 2012 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Bloody hell!!! You are still alive Smile!

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri Nov 16, 2012 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Smile Hey Banshee. Miss me?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Nov 17, 2012 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

on easb hour or my project moddb page there is the weapon lko said

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Nov 17, 2012 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Nov 17, 2012 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
FinalMoon!!
Where the hell have you been!?


Driving around that 18-wheeler of his, ofc #Tongue

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Nov 17, 2012 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

FinalMoon wrote:
Gangster, I know you're busier these days but I just wanted to let you know how much I've enjoyed seeing all of yall's hard work on this mod, and, well, I'd actually love to lend my support if I can.

I have some graphics, mapping, and modding experience, and am willing to learn 3D and/or hard coding. It wouldn't be any risk to you to throw some time-consuming task my way, and if my work sucks you can toss it.

Let me know how I can help if you're interested. I'm used to figuring things out as I go, and I may ask a question or two, but I have a lot of spare time.

I think everyone would really like to see this mod finished, and I for one am willing to volunteer my time and sweat to see that happen.


Hey mate! You should try to work with us, we need motivated people like you. But I must say, there is no such thing as Gangster's Factory of Magic, I am not giving tasks to anyone, we used to be usefull where we can.
First of all you should dl Rewire and play it abou hour or so. Then you will start to uderstand what need to be improved. I can give you a hints where to look at:

If you are willing to try moddeling - we still need some civilian urban buildings and vilage houses or any other civilian stuff.

If you want to try mapping, I d love to see 4 player map with scripted Ion Storm.

There is still alot of photoshop work on terrain elemets.

For coder - Rewire requre alot of cleaning in code. Unit's weapons should be checked for they are not using same WHs. Warheads shoud be checked for using correct animation. And all animations are corectly sounded.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Sat Nov 17, 2012 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
First of all you should dl Rewire and play it abou hour or so. Then you will start to uderstand what need to be improved. I can give you a hints where to look at:


I have done so, but I could only get Build005 to work, for some reason Build006 wasn't working for me. Confused EDIT: nevermind, got Build006 working.

Gangster wrote:
If you are willing to try moddeling - we still need some civilian urban buildings and vilage houses or any other civilian stuff.


I would love to try it. Wouldn't want to waste time working on something Regulus has already done, maybe I could get a list from him or something... though I could probably use the practice of a few test runs first. I saw a while back a few folks in the community mentioned they were willing to teach others how to do 3D modelling but there weren't many people interested in learning. I'll see if I can't get 3dsmax working on my machine.

Gangster wrote:
If you want to try mapping, I d love to see 4 player map with scripted Ion Storm.


Now this I know I could do. Did FinalAlert work ok with your new terrain elements?

Gangster wrote:
There is still alot of photoshop work on terrain elemets.


Would love to give this a try as well. We shall see.

Gangster wrote:
For coder - Rewire requre alot of cleaning in code. Unit's weapons should be checked for they are not using same WHs. Warheads shoud be checked for using correct animation. And all animations are corectly sounded.


Once I get the latest version on my PC I'd be happy to work on this as well.

I was wondering, too, about the buildup animations. Is that an area that help is needed on as well?

I ought to be able to contribute in one or more of those areas, but I'm sure there's other folks who would be eager to help as well, and just knowing what they can do could speed up the process a lot. I think everyone's realized at this point that Rewire could be the future of TS for the modding community here, and damn it if we don't do everything we can to help you. I'll be working on some of the things you mentioned, but if there's anything that requires less skill but more tedious work, and you'd like to pass such a task off onto someone else, I'm ready and willing.

Once the build is closer to completion I'd love to make a campaign for it, try and bring back some of that classic TS feeling for folks.

Smiff, it's good to see you too.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Nov 18, 2012 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

FinalMoon wrote:
Gangster wrote:
First of all you should dl Rewire and play it abou hour or so. Then you will start to uderstand what need to be improved. I can give you a hints where to look at:


I have done so, but I could only get Build005 to work, for some reason Build006 wasn't working for me. Confused EDIT: nevermind, got Build006 working.

The only difference betwin two is: a b006 have blue tiberium, and it been coded to be explosive and spawn blue non-explosive. I am glad you got it working. There is a floating IE somewhere there. I asume it because 3rd type trying to spawn on slopes.

FinalMoon wrote:

Gangster wrote:
If you are willing to try moddeling - we still need some civilian urban buildings and vilage houses or any other civilian stuff.


I would love to try it. Wouldn't want to waste time working on something Regulus has already done, maybe I could get a list from him or something... though I could probably use the practice of a few test runs first. I saw a while back a few folks in the community mentioned they were willing to teach others how to do 3D modelling but there weren't many people interested in learning. I'll see if I can't get 3dsmax working on my machine.


For the short. Regulus did most of modular buildings and I finished the rest. I aslo did some urban stuff. Here is a list


FinalMoon wrote:

Gangster wrote:
If you want to try mapping, I d love to see 4 player map with scripted Ion Storm.


Now this I know I could do. Did FinalAlert work ok with your new terrain elements?

It does if you have all temperatemd and rulesmd unpacked in you RW folder. there is still problem with terrain and buildings palettes. FA harcoded to read isotem form ra2.mix-cashe.mix. If will have you put RW edited palette there.


FinalMoon wrote:

I was wondering, too, about the buildup animations. Is that an area that help is needed on as well?


That is what I am bisy with. I can't take any help here. I lost all my early models so I have to remodel stuff again. Thankfully I had all sprites rendered so I was able to launch Alpha. But for Beta we will have new all new stuff and buildups done.

PS I gave you access to staff forum. you can hold your wip stuf there if you like.

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