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 DarkStorm Military Technologies -- Updated 12/20/09 
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Joined: Fri Oct 05, 2012 5:06 am
Posts: 48
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Unexpected plot twist!

The W key makes my guy jump. It actually feels similar to the SAW commando jump, with the delay on the actual jump so you might need to hold it down a bit.


Mon Apr 15, 2013 3:30 am
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I don't think its working. The jump is not working.
I'm going to mess around with the scripts, see if I can change the config.

EDIT: Found it.

Do you have any idea how to change this? I've never actually messed with the scripts for this mod.

Code:
--handle jumping
      if self.jump then
         if not(self.shortJumpTimer:IsPastSimMS(self.shortJumpTime)) and not(ownCont:IsState(Controller.BODY_JUMP)) then
            --short jump
            self.jumpForceVect = self.jumpForceVect * self.shortJumpFactor;
            self.Vel = self.jumpForceVect / self.Mass;
            self.jump = false;
         elseif self.shortJumpTimer:IsPastSimMS(self.shortJumpTime) then
            --big jump
            self.Vel = self.jumpForceVect / self.Mass;
            self.jump = false
         end
      elseif ownCont:IsState(Controller.BODY_JUMPSTART) then
         if self:GetAltitude(0,0) <= self.maxJumpAltitude then
            --jump normally
            if ownCont:IsState(Controller.MOVE_LEFT) then
               local jumpAngle = math.pi - self.runJumpAngle;
               self.jumpForceVect.X = math.cos(jumpAngle) * self.jumpForce;
               self.jumpForceVect.Y = math.sin(jumpAngle) * self.jumpForce * -1;
            elseif ownCont:IsState(Controller.MOVE_RIGHT) then
               self.jumpForceVect.X = math.cos(self.runJumpAngle) * self.jumpForce;
               self.jumpForceVect.Y = math.sin(self.runJumpAngle) * self.jumpForce * -1;
            else
               self.jumpForceVect.X = 0;
               self.jumpForceVect.Y = -self.jumpForce;
            end
            
            local checkVect = self.jumpForceVect / self.Mass * velFactor;
            local strikePoint = Vector(0,0);
            local lastPoint = Vector(0,0);
            if SceneMan:CastObstacleRay(self.Pos, checkVect, strikePoint, lastPoint, self.ID, -1, 0) < 0 then
               --no obstruction
               self.jump = true;
               self.shortJumpTimer:Reset();
            end
         elseif self.phase == 2 then
            --wall jump
            self.jumpForceVect.X = math.cos(self:GetAimAngle(true)) * self.jumpForce;
            self.jumpForceVect.Y = math.sin(self:GetAimAngle(true)) * self.jumpForce * -1;
            
            local checkVect = (self.jumpForceVect / self.Mass) * velFactor;
            local strikePoint = Vector(0,0);
            local lastPoint = Vector(0,0);
            if SceneMan:CastObstacleRay(self.Pos, checkVect, strikePoint, lastPoint, self.ID, -1, 0) < 0 then
               --no obstruction
               self.jump = true;
               self.shortJumpTimer:Reset();
            end
         end
      end
   


Mon Apr 15, 2013 12:12 pm
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Data Realms Elite
Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
That's only part of the Jump Code, the Variables used aren't defined.
As a tip, please place the code block in spoilers tags. [For the convenience of others, please]


Mon Apr 15, 2013 3:46 pm
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ah my bad.
This is probably why I should just stick to spriting :(


Mon Apr 15, 2013 4:30 pm
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Data Realms Elite
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I don't know much code either, but all I can say is that variables are part of the code, and lets see the variables.

Maybe someone could reasonably open the lua file themself, and look at it I don't know.
But all I can guess is that some of the Controller Statuses may have changed or something, and that may be a problem.


Tue Apr 16, 2013 12:16 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The punching or grappling doesn't work. basically anything that involves melee is broken.


Tue Apr 16, 2013 2:49 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The actual melee attack does work, although it appears to be some kind of knife action right in front of you, although if they used to actually punch and grapple, then no I have not seen any of that.


Tue Apr 16, 2013 2:53 am
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Posts: 342
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Yea, from what I remember, when you knife something, there is an animation sort of thing that activates when it strikes something.
And yea, the wall-sticking melee doesn't work either.

I think the whole thing needs a slight re-boot.

-_- this was one of my favorite factions....T_T


Tue Apr 16, 2013 3:14 am
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Joined: Fri Aug 05, 2011 8:02 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Jump is slightly messed up huh? I'll try taking a look at it.

EDIT: Found the section of the code with the jump in it, I'mma play around with it, but it takes so long because it does have a timer on it.


EDIT2: It's not broken, the jumping works just fine :|


Wed Apr 17, 2013 3:33 am
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
For some reason, when I hold down W and release, nothing happens. It works well with the other two units, just not the Yuurie (stealth) one.
Also, the sniper rifle seems to not be working well either. I remember it used to be 1 hit KO but its super nerfed for some reason.

And the knifing for all units doesn't seem to use the effect where it creates a small X when it melees something solid.

This is just the list of problems I've seen so far.

I think that these units should also be pre-equipped as well.

I hope you revive this mod! *throws phoenix down*


Wed Apr 17, 2013 4:14 am
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Joined: Fri Oct 05, 2012 5:06 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I get a little knife flash in an X when i use melee on these units and my yuurie does jump when i hold W, although it seems very finicky. The sniper rifle has crazy high penetration and kills fleshy things instantly, but against things like the dummies it just goes right through them and only does 10 damage half the time. Even though all the scripts seem to work for me, there are still some things that could use a little clean up.


Wed Apr 17, 2013 4:35 am
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Joined: Sat Apr 06, 2013 3:14 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The stuff seems to be working for me, but if you can answer this Leon I may be able to identify you problem. "Do your underslung weapons work?"


Fri Apr 19, 2013 7:27 am
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Joined: Fri Aug 05, 2011 8:02 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I'll consider cleaning it up for you guys, for a cookie :D


Fri Apr 19, 2013 10:27 pm
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Joined: Fri Dec 30, 2011 2:03 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I dont know what builds you guys are using, but melee
doesnt work on the newest build of CC.


Sat Apr 20, 2013 12:33 am
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Are you using the mod on the main post or the one I posted a page or two back?


Sat Apr 20, 2013 12:39 am
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