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 Combat Control Room V1.2 
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Joined: Fri Mar 13, 2009 2:31 am
Posts: 217
Location: Earth... I think
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Post Re: Combat Control Room V1.1b
t3h_n00b wrote:
I offer you my sister, kind sir. Thanks for the awesome mod.


Is this a gift or a punishment?

----- IN RELATED COMMENTS-----

Would it be possible to make several different types of air strikes? and have a progress bar to show when they are ready to fire again?


Sat Sep 19, 2009 4:14 pm
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Joined: Sat Aug 23, 2008 2:51 pm
Posts: 209
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Post Re: Combat Control Room V1.1b
Is it possible to add my own actor and maybe increase the intensity of the air strike? It seems VERY weak.

I would suggest using an air strike like UniTec's Lazor Pointer has. It brings in MUTLIPLE bombs and in more quantity.

Also could you make a nuke drop? That would be ridiculously awesome. You could ask deathbringer and see if you can use his TacNuke Corp.


Sun Sep 20, 2009 3:04 am
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Joined: Sat Oct 20, 2007 11:17 pm
Posts: 199
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Post Re: Combat Control Room V1.1b
This mod is great! Not only is it the best map mod, but it has air support, and quick delivery too! And I'm wondering how you did it without the 3 second count down. Nice job! Very good. One of the best downloads for this build.

I also agree with duo9ace. Maybe instead of one bomb per every inch, there could be two. It seems like the one bomb isn't enough (but it does usually take a limb off), the second might hit them with shrapnel, and the others miss the target completely. If there were two hitting in every spot... that would assure a kill. :wink: As for the nuke, I just hope you don't choose I gigantic one that will kill everything. It would be horrible to press the wrong button, and get a suicide bomb.


Sun Sep 20, 2009 4:32 am
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Joined: Sat Aug 23, 2008 2:51 pm
Posts: 209
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Post Re: Combat Control Room V1.1b
For the airstrike what I had envisioned was just a bunch (50-60) small bombs that would carpet an area, not a touchy-feely two bomb per inch thing.

Any anything on being able to load your customizable actors? I was thinking an actor from UniTec since I decked out my UniTec actors with my own gear.


Sun Sep 20, 2009 5:40 am
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Joined: Mon Jun 30, 2008 9:13 pm
Posts: 499
Location: Finland
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Post Re: Combat Control Room V1.1b
Setting up a way of accessing the contents of the actor drop via console wouldn't be too hard, but presets are not accessible via lua as far as I know. As for nukes and other OP bomb things, I'm not really into laggy inbalanced things like that, though I was thinking about something prettier than six bombs in a row. But if you want to edit the lua on your own, go to line 141 and change the preset names to what you need. And smithno, I already implemented a better and less laggier version of checking terrain. Currently it scans around 10 screen pixels per frame for terrain, resulting in not a lot of lag.

joost1120 wrote:
The cursor is invisible?
Are you sure you have the brain selected, because the cursor is invisible otherwise.

Shard wrote:
you could try and make the robot start attacking enemies automatically.
The robot is supposed to be on sentry AIMode, which should make it attack anything visible. There's not a lot more I can do to it really.


Sun Sep 20, 2009 10:51 am
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Moderator Hero

Joined: Sun Dec 24, 2006 11:28 pm
Posts: 868
Location: London Server
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Post Re: Combat Control Room V1.1b
I'm using the coalition resprite bombs for the airstrike - absolute groundclearer.


Sun Sep 20, 2009 11:20 am
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Joined: Fri Aug 15, 2008 6:17 pm
Posts: 318
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Post Re: Combat Control Room V1.1b
piipu wrote:

joost1120 wrote:
The cursor is invisible?
Are you sure you have the brain selected, because the cursor is invisible otherwise.


It's working already.


Sun Sep 20, 2009 12:57 pm
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Joined: Tue Apr 22, 2008 4:46 am
Posts: 39
Location: A Gallikers MyTea
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Post Re: Combat Control Room V1.1b
I'd spill my guts to you in a soap opera sort've fashion, expressing my deeply seated love for you because of this mod, but I think everyone who's opinion matters have done that already. Now I can be lazy and just bombard those pitiful fools, who would dare challenge my tyranny, with but the pressing of a button! *Insert maniacal, insane laughter, followed by coughing and wheezing here*.


Sun Sep 20, 2009 1:07 pm
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Joined: Fri Aug 15, 2008 6:17 pm
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Post Re: Combat Control Room V1.1b
hmmm, I tried to change the robot and the drop box to a unitec Storm trooper and a drop rocket, but the actor has no team?

Line 109 to 117:
Code:
local ship = CreateACRocket("UniTec Drop Pod");
   ship.Team = self.Team
   local robot = CreateAHuman("WEC Stormtrooper");
   robot.AIMode = Actor.AIMODE_SENTRY;
   robot:AddInventoryItem(CreateHDFirearm("FAMAE SAF" , "GRS9"));
   ship:AddInventoryItem(robot);
   ship.Pos = Vector(self.CursorOffset.X / self.scalex , 0)
   MovableMan:AddActor(ship);
    end


EDIT:
Already fixed. I only had to add "robot.Team = self.Team"
behind the one where it says createhuman (blabla).

EDIT:
sigh, It doesn't work now? I only added another weapon. Updated the code.


Sun Sep 20, 2009 1:47 pm
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Joined: Sun May 18, 2008 5:02 pm
Posts: 380
Location: Florida
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Post Re: Combat Control Room V1.1b
piipu wrote:
Shard wrote:
you could try and make the robot start attacking enemies automatically.
The robot is supposed to be on sentry AIMode, which should make it attack anything visible. There's not a lot more I can do to it really.


Oh sorry, I meant to say you should make the Robots automatically walk around and shoot people.


Sun Sep 20, 2009 3:07 pm
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Joined: Sat Aug 23, 2008 2:51 pm
Posts: 209
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Post Re: Combat Control Room V1.1b
wait wait wait, so how do you get your own UniTec actors in the drop box? I'm like zero in modding and lua. I'm currently reading tutorials but I'm not at the level of actually modifying script yet.

And also, my UniTec actors have like 4 preset weapons and can't you just use those preset-ed actors in the drop box?


Sun Sep 20, 2009 3:24 pm
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Joined: Fri Aug 15, 2008 6:17 pm
Posts: 318
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Post Re: Combat Control Room V1.1b
duo9ace wrote:
wait wait wait, so how do you get your own UniTec actors in the drop box? I'm like zero in modding and lua. I'm currently reading tutorials but I'm not at the level of actually modifying script yet.

And also, my UniTec actors have like 4 preset weapons and can't you just use those preset-ed actors in the drop box?

With this code it contains an unitec actor :
Code:
local ship = CreateACRocket("UniTec Drop Pod");
   ship.Team = self.Team
   local robot = CreateAHuman("WEC Stormtrooper");
   robot.AIMode = Actor.AIMODE_SENTRY;
   robot:AddInventoryItem(CreateHDFirearm("FAMAE SAF"));
   ship:AddInventoryItem(robot);
   ship.Pos = Vector(self.CursorOffset.X / self.scalex , 0)
   MovableMan:AddActor(ship);
    end

You need to put this in Radar.lua and paste this over the lines 109 to 117.
It should work.


Sun Sep 20, 2009 4:09 pm
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Joined: Mon Jun 30, 2008 9:13 pm
Posts: 499
Location: Finland
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Post Re: Combat Control Room V1.1b
joost1120 wrote:
sigh, It doesn't work now? I only added another weapon. Updated the code.

You can't create multiple things at once, therefore you need this:
Code:
robot:AddInventoryItem(CreateHDFirearm("FAMAE SAF"));
robot:AddInventoryItem(CreateHDFirearm("GRS9"));


Sun Sep 20, 2009 4:17 pm
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Joined: Fri Aug 15, 2008 6:17 pm
Posts: 318
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Post Re: Combat Control Room V1.1b
piipu wrote:
joost1120 wrote:
sigh, It doesn't work now? I only added another weapon. Updated the code.

You can't create multiple things at once, therefore you need this:
Code:
robot:AddInventoryItem(CreateHDFirearm("FAMAE SAF"));
robot:AddInventoryItem(CreateHDFirearm("GRS9"));

Ah, Thanks. Stupid me...


Sun Sep 20, 2009 4:22 pm
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Joined: Sat Aug 23, 2008 2:51 pm
Posts: 209
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Post Re: Combat Control Room V1.1b
Alrighty I got it too.

So now the last part is the airstrike. I think I would like to add my own bombs from other mods (Cave Crickets, DeathBringer's). Now is it this line?

Code:
  if UInputMan:KeyPressed(20) and self.currentfunds >= 210 then
   ActivityMan:GetActivity():SetTeamFunds(self.currentfunds-210, 0);
   local ship = CreateACRocket("Drop Crate");
   ship.Team = self.Team
   local robot = CreateAHuman("Soldier Elite");
   robot.AIMode = Actor.AIMODE_SENTRY;
   robot:AddInventoryItem(CreateHDFirearm("FAMAS G2"));
   robot:AddInventoryItem(CreateHDFirearm("HK MP5K"));
   robot:AddInventoryItem(CreateHDFirearm("HK CAWS"));
   ship:AddInventoryItem(robot);
   ship.Pos = Vector(self.CursorOffset.X / self.scalex , 0)
   MovableMan:AddActor(ship);
    end

    if self.CursorOffset.X < 0 then
   self.CursorOffset.X = 184
    end
    if self.CursorOffset.X > 184 then
   self.CursorOffset.X = 0
    end
    if self.CursorOffset.Y < 4 then
   self.CursorOffset.Y = 4
    end
    if self.CursorOffset.Y > 79 then
   self.CursorOffset.Y = 79
    end

    self.cursor = CreateMOPixel("Radar Cursor")
    self.cursor.Pos = self.CornerPos + self.CursorOffset
    self.cursor.Lifetime = 30
    MovableMan:AddParticle(self.cursor)
  end

  if self.AirStrikeTimer:IsPastSimMS(5000) and self.ToAirStrike then
   self.ToAirStrike = false
   for i = 0 , 5 , 1 do
      self.Bomb = CreateTDExplosive("[b]Standard Bomb[/b]")
      self.Bomb.Pos = Vector(self.AirStrikePos.X + 40 * (i-3) , -50)
      self.Bomb.Vel = Vector(0,-5 * i)
      MovableMan:AddItem(self.Bomb)
   end
   print("airstriked")
   end


Its the last part I'm wondering about.

EDIT: nvm I just replaced this part with a cluster bomb thus it would be similar to a carpet bombing until a version comes out that makes a carpet bombing effect.


Sun Sep 20, 2009 4:55 pm
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