This topic contains 37 replies, has 0 voices, and was last updated by  Viking62 7 years, 1 month ago.

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  • #55919

    ArmorWraith
    Participant

    @lukez wrote:

    Now i’d like to begin work on this mod, First stuff i want to make is the turrets and other weaponry, So i have a question; How do you spawn a tank when a weapon impacts?

    In the docs, a weapon add target tag can be found i believe, you wold set the object as a target with ai controls to make it fire.

    Look at the merge Mine Spreader for a good example for a addtarget tag.

    I can set a quick Xml doc up before long if you dont understand how it works.

    Do you have a model you wish to use?

    Weapons Syntax (version 43 wiki isnt available, but most tags remained the same)
    http://www.drfsupercenter.info/PHProxy/index.php?q=aHR0cDovL3d3dy5zY29yY2hlZDNkLmNvLnVrL3dpa2kvaW5kZXgucGhwL1Njb3JjaGVkM0RfdjQy

    woops thats a proxy linked one, hope you dont mind, fix it when i get home, im at scool atm and dont have security access for the website 🙂

    Kanga

    #55920

    Thrax
    Participant

    You currently cannot spawn or pre-place Ai-smart tanks or turrets on the
    maps, Gavin had to disable that temporarily while we worked on some other
    systems.

    You can use the weapon-shot type of effect on the maps in place of
    smart-tanks. They have been in Swars for a long time, and i believe
    gavin just added it to the None-mod planes and Ships.
    It involves placing on the map an item(bubble, tank, turret, mine), and
    using it as a beacon for environment timed actions to spit out weapons
    from. The down-side is that, once placed on the map, they become
    Owner-less and any damage or kills from them are attributed to
    [Environment] instead of the player that placed them.
    Also.. You cannot Spawn Boids.. You can place them into the air and
    make them shoot, however they will not proceed to fly off .. that part still
    gives us errors.

    For samples of placed or weapon-spawned Turret effects, Examine Swars mod.
    Turrets : Trench-Guns, ATST, HangerTroopers, Tuskan Sniper.
    Boids : SnowSpeeders, Tie-Fighters, Xwings, Falcon.
    Weapon : StormTroopers.

    #55921

    LukeZ
    Participant

    @thrax wrote:

    You currently cannot spawn or pre-place Ai-smart tanks or turrets on the
    maps, Gavin had to disable that temporarily while we worked on some other
    systems.

    You can use the weapon-shot type of effect on the maps in place of
    smart-tanks. They have been in Swars for a long time, and i believe
    gavin just added it to the None-mod planes and Ships.
    It involves placing on the map an item(bubble, tank, turret, mine), and
    using it as a beacon for environment timed actions to spit out weapons
    from. The down-side is that, once placed on the map, they become
    Owner-less and any damage or kills from them are attributed to
    [Environment] instead of the player that placed them.
    Also.. You cannot Spawn Boids.. You can place them into the air and
    make them shoot, however they will not proceed to fly off .. that part still
    gives us errors.

    For samples of placed or weapon-spawned Turret effects, Examine Swars mod.
    Turrets : Trench-Guns, ATST, HangerTroopers, Tuskan Sniper.
    Boids : SnowSpeeders, Tie-Fighters, Xwings, Falcon.
    Weapon : StormTroopers.

    If your stating that WeaponAddTarget would cause errors, then howcome the Merge Mag Field weapon works? Also – How do i look at mods i downloaded? They don’t list in GlobalMods,

    EDIT: Also, I’m guessing that if i added a perfect WeaponAddTarget Accessory in Accessories.xml that spawns a tank that shoots at nearby tanks ( anyone, Even the tank that fired it ) That has 50 health and no parachutes or shields it wouldn’t work? (It wouldn’t go away till killed btw)

    #55922

    ArmorWraith
    Participant

    @lukez wrote:

    If your stating that WeaponAddTarget would cause errors, then howcome the Merge Mag Field weapon works? Also – How do i look at mods i downloaded? They don’t list in GlobalMods,

    EDIT: Also, I’m guessing that if i added a perfect WeaponAddTarget Accessory in Accessories.xml that spawns a tank that shoots at nearby tanks ( anyone, Even the tank that fired it ) That has 50 health and no parachutes or shields it wouldn’t work? (It wouldn’t go away till killed btw)

    Mag field spawns mines with a remove action, its not a “smart Ai”.
    (doesnt have firing routines)

    If you spawned a tank, it would fire at anyone, not just enemies.

    The mods are located in the .scorched3d folder, located in:
    mydocuments/username/.scorched3d/mods

    Do a windows search for it, make sure its .scorched3d!!

    KAnga

    #55923

    ArmorWraith
    Participant

    perhaps you could make it survival?

    Have players against enviroment, see how many waves of enemies they can survive? Send boids down a given path? Have them target tanks and towers Ect..?

    Just a thought
    Kanga

    #55924

    Levi the Oracle
    Participant

    Allow players to “shoot” earthen blocks, like legos, to build structures. Perhaps more expensive blocks could resist destruction a bit more than normal dirt.

    #55925

    Thrax
    Participant

    @lukez wrote:

    @thrax wrote:

    You currently cannot spawn or pre-place Ai-smart tanks or turrets on the
    maps, Gavin had to disable that temporarily while we worked on some other
    systems.

    You can use the weapon-shot type of effect on the maps in place of
    smart-tanks. They have been in Swars for a long time, and i believe
    gavin just added it to the None-mod planes and Ships.
    It involves placing on the map an item(bubble, tank, turret, mine), and
    using it as a beacon for environment timed actions to spit out weapons
    from. The down-side is that, once placed on the map, they become
    Owner-less and any damage or kills from them are attributed to
    [Environment] instead of the player that placed them.
    Also.. You cannot Spawn Boids.. You can place them into the air and
    make them shoot, however they will not proceed to fly off .. that part still
    gives us errors.

    For samples of placed or weapon-spawned Turret effects, Examine Swars mod.
    Turrets : Trench-Guns, ATST, HangerTroopers, Tuskan Sniper.
    Boids : SnowSpeeders, Tie-Fighters, Xwings, Falcon.
    Weapon : StormTroopers.

    If your stating that WeaponAddTarget would cause errors, then howcome the
    Merge Mag Field weapon works? Also – How do i look at mods i downloaded?
    They don’t list in GlobalMods,

    EDIT: Also, I’m guessing that if i added a perfect WeaponAddTarget Accessory
    in Accessories.xml that spawns a tank that shoots at nearby tanks ( anyone,
    Even the tank that fired it ) That has 50 health and no parachutes or shields it
    wouldn’t work? (It wouldn’t go away till killed btw)

    You have seen the mines, and yes they are a spawned item, but they only
    act as a dormant trap that creates another weapon effect on detonation.

    The second more active method is slightly more complex, but still easily
    possible. The weapon would spawn a “beacon” type item(tank-model, Turret,
    or Trooper), then the item simply sits there untill destroyed. While it is on
    the field, you can program an Environment effect that causes a weapon to be
    fired from that “beacon” at certian times. Whether it simply fires in a random
    direction or in an auto-aimed method is up to you. Where that beacon is,
    doesn’t matter; Land or air. You can fire an apex-weapon that spawns an
    airplane beacon that hangs in the air. That airplane could fire or bomb shots
    downward onto the players. What i warned you of was just that the Airplane
    models you spawn in the sky, cannot be made to move around like Boids.

    Kanga told you where to find the User-Mods folder. It is up to you where you
    want them to stay. User-Mods can be moved to the Globalmods folder and
    used freely with no consequence. If some-day an update appears in the true
    mods servers, then the new information will be placed in the Usermods folder
    and over-rule anything in globalmods for that Mod. Be wary of counterfeit
    servers, only the true labled and stamped servers on the list will be classed as
    the authentic mod. I see that someone has already made a counterfeit of the
    Scavenger-mod and is hosting it.

    #55926

    ArmorWraith
    Participant

    @thrax wrote:

    Be wary of counterfeit
    servers, only the true labled and stamped servers on the list will be classed as
    the authentic mod. I see that someone has already made a counterfeit of the
    Scavenger-mod and is hosting it.

    Thanks, didnt know that. The fake mod i mean.

    Kanga

    #55927

    LukeZ
    Participant

    @thrax wrote:

    @lukez wrote:

    @thrax wrote:

    You currently cannot spawn or pre-place Ai-smart tanks or turrets on the
    maps, Gavin had to disable that temporarily while we worked on some other
    systems.

    You can use the weapon-shot type of effect on the maps in place of
    smart-tanks. They have been in Swars for a long time, and i believe
    gavin just added it to the None-mod planes and Ships.
    It involves placing on the map an item(bubble, tank, turret, mine), and
    using it as a beacon for environment timed actions to spit out weapons
    from. The down-side is that, once placed on the map, they become
    Owner-less and any damage or kills from them are attributed to
    [Environment] instead of the player that placed them.
    Also.. You cannot Spawn Boids.. You can place them into the air and
    make them shoot, however they will not proceed to fly off .. that part still
    gives us errors.

    For samples of placed or weapon-spawned Turret effects, Examine Swars mod.
    Turrets : Trench-Guns, ATST, HangerTroopers, Tuskan Sniper.
    Boids : SnowSpeeders, Tie-Fighters, Xwings, Falcon.
    Weapon : StormTroopers.

    If your stating that WeaponAddTarget would cause errors, then howcome the
    Merge Mag Field weapon works? Also – How do i look at mods i downloaded?
    They don’t list in GlobalMods,

    EDIT: Also, I’m guessing that if i added a perfect WeaponAddTarget Accessory
    in Accessories.xml that spawns a tank that shoots at nearby tanks ( anyone,
    Even the tank that fired it ) That has 50 health and no parachutes or shields it
    wouldn’t work? (It wouldn’t go away till killed btw)

    You have seen the mines, and yes they are a spawned item, but they only
    act as a dormant trap that creates another weapon effect on detonation.

    The second more active method is slightly more complex, but still easily
    possible. The weapon would spawn a “beacon” type item(tank-model, Turret,
    or Trooper), then the item simply sits there untill destroyed. While it is on
    the field, you can program an Environment effect that causes a weapon to be
    fired from that “beacon” at certian times. Whether it simply fires in a random
    direction or in an auto-aimed method is up to you. Where that beacon is,
    doesn’t matter; Land or air. You can fire an apex-weapon that spawns an
    airplane beacon that hangs in the air. That airplane could fire or bomb shots
    downward onto the players. What i warned you of was just that the Airplane
    models you spawn in the sky, cannot be made to move around like Boids.

    Kanga told you where to find the User-Mods folder. It is up to you where you
    want them to stay. User-Mods can be moved to the Globalmods folder and
    used freely with no consequence. If some-day an update appears in the true
    mods servers, then the new information will be placed in the Usermods folder
    and over-rule anything in globalmods for that Mod. Be wary of counterfeit
    servers, only the true labled and stamped servers on the list will be classed as
    the authentic mod. I see that someone has already made a counterfeit of the
    Scavenger-mod and is hosting it.

    Already knew about the Scavenger2 server, Didn’t know about counterfeit stuff though, Thanks – I tried to join but course its v42 instead of 43.1b,

    Also i’m currently working on a weapon that spawns a turret that fires towards any player – Currently i got it to fire 5 shots in any direction and if killed spawns a baby nuke, Also, how would i make it so every now and then shots are fired from such and such beacon? And how would i make the beacon?

    #55928

    Thrax
    Participant

    @lukez wrote:

    Already knew about the Scavenger2 server, Didn’t know about counterfeit
    stuff though, Thanks – I tried to join but course its v42 instead of 43.1b,

    Also i’m currently working on a weapon that spawns a turret that fires
    towards any player – Currently i got it to fire 5 shots in any direction
    and if killed spawns a baby nuke, Also, how would i make it so every
    now and then shots are fired from such and such beacon? And how
    would i make the beacon?

    ScorchWars Stormtroopers Weapon.
    Ship flies by, at lowest point of it’s dip, it sprays out trooper models to fall down to the ground.


    StormTrooper
    Troopers
    0.3
    ../../data/tanks/stormtrooper/stormtrooper.txt
    25
    none
    trenchgunexplode
    Parachute
    true

    Note: GroupName > Troopers
    Used Later in Weapon effect.

    data/landscapes/eventweapons.xml

      

    0.5
    0.75
    false


    Stormtrooper

    Event timers attempt to trigger a shot called ‘Stormtrooper’ every .5 to .75 sec.
    Whether the model exist or not, it still tries.

    Weapon in accessories called ‘Stormtrooper’ is a laser burst from the placed trooper models.


    Troopers

    If the Event called Weapon finds any models with the Groupname > Trooper, It
    randomly choses one of those “beacons” and fires the weapon from it.

    For more details, examine the files in the mod.

    #55929

    ArmorWraith
    Participant

    i will be making models for a TD. Hopefully the tech will be available soon, i was playing a TD tonight and i think i have a few tricks up my sleeve on how to work this out. I will try to understand some basic lua (hopefully). I would like to learn how they did the team mod. Was there any kind of discussion relating to that somewhere? I read the docs, not very ground breaking info in there.

    Ooh i cant wait 😉

    Kanga

    #55930

    Laptops Daddy
    Participant

    @Kangabunny wrote:

    I will try to understand some basic lua (hopefully). I would like to learn how they did the team mod. Was there any kind of discussion relating to that somewhere? I read the docs, not very ground breaking info in there.

    which aspects were you interested in?

    the team mod probably isnt the best example of basic scorched lua. i used a linear congruential generator for pseudo random shield distribution based on a seed value given by the firing tanks position. it’s a trick an old buddy put me on to.

    it’s a bad example, because 1./ that’s probably spanish, and 2./ it close to broke it.

    @scorched3d Docs wrote:

    Numbers

    Its probably worth noting that internaly Scorched3D uses fixed point maths. All numbers used by the engine are stored as fixed point, including those used by the LUA library. This ensures that all maths operations (and so the simulation) remains consistent accross different architectures.

    But don’t worry this completely is hidden from you at all times, and other than a slightly reduced maths accuracy it shouldn’t be noticable. The fixed point numbers used currently support up to four decimal places (.0001) and numbers up to two hundred thousand (200000).

    i had to use a pretty small mersenne prime due to that limit and i think we may have issues with lua’s exponential function due to that fixed point stuff, which caused some probs elsewhere in the mod.

    dont be put off by my gibberish. i did have a quick play with some less mathematical stuff.

    it’s quite quick and easy to build up really cool weapons effects, even if youre not much for programming. we just need a few more examples people can adapt and work with. i’ll try to dig out a couple of experiments when i get chance.

    #55931

    ArmorWraith
    Participant

    i was interested in the land shading, remember how the land was shaded in half? I was wondering if i could restrict towers to a certain area using that?

    EX:

    Dens (or arrow towers) can only be placed in grass (green shaded areas of -the map)

    Crypts (or homing towers) can only be placed in snow (white or blue shaded)

    Temples (blazing towers) can only be placed on rocky ground (brown shaded)

    Would it be possible to do that with a bmp or jpeg file, then restrict it with lua or similar?

    Kanga

    #55932

    Laptops Daddy
    Participant

    that’s all done with masks and ground maps. id go with bmp’s.

    i did spot a post of yours kanga on jpeg metadata vs compressed bmps. i dont think i got as far as replying.


    i’ll put it here:

    bmps or lossless png are always the choice for anything with areas of solid colour. stripping metadata from jpeg files shouldnt affect compatability and will reduce file size, but metadata isnt the only reason compressed bmps are often smaller.

    the reason is that lossy jpeg compression actually reencodes the image. it’s a bit like taking a photocopy of a page from a book. if you compare a copy of a page of text, the copy will probably have more information in terms of the shading and colours, maybe with a shaded greyish background compared to pure white in the original. if you did the same with a detailed photograph, a photocopy would probably have less information (smaller file size).

    that’s probably a pretty good analogy.

    anyway, put that in the post it was meant for : ). png files have something similar called ancillary chunks that you can strip in the same way.

    you dont need to use lua to position towers.

    say you wanted a special weapon you could use when an enemy tank got too close, lua would be excellent for that.

    #55933

    ArmorWraith
    Participant

    @laptops Daddy wrote:

    say you wanted a special weapon you could use when an enemy tank got too close, lua would be excellent for that.

    Good, sounds useful for blazing towers.

    the aforementioned towers could only be placed in their specified areas, nowhere else. Your saying i can do that without having to use lua? I want to place towers similar to fuel selections.

    Kanga

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