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Viewing 15 posts - 1,051 through 1,065 (of 1,072 total)
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  • in reply to: V37 open source custom weapons! #11134

    Bobirov
    Participant

    Check out the code I posted previously for the “Dmsday Device”. It does pretty much exactly what you are talking about. It splits twice in the air to spread out over a larger area than other weapons. It can suck sometimes when all of the first set of bomblets go the same direction but it still covers a greater area than anything else. Hope this is what you’re looking for

    in reply to: V37 open source custom weapons! #11132

    Bobirov
    Participant

    Finally got around to combining the Bunny/Betty bombs into that design that was requested, the “Haymaker”. All in all it turned out to be quite a devastating weapon witha good coverage area.

    Just a reminder that an accessories.xml file with this and all the other weapons can be downloaded on my website.



    Haymaker
    MIRV that releases several
    leaping warheads which release
    even smaller explosive bomblets

    lfrog.bmp
    30000
    1
    2

    shoot/large.wav
    3
    bouncingbetty/bouncingbetty.txt

    Haymaker
    2
    5
    true

    Haymaker
    2
    2
    bouncingbetty/bouncingbetty.txt

    Haymaker
    2

    Haymaker
    2

    Haymaker
    2

    Haymaker
    2
    yes
    down
    10
    exp01
    explosions/medium.wav


    Haymaker
    2
    4

    Haymaker
    2

    roller.ase
    default.bmp


    Haymaker
    2
    yes
    down
    6
    exp01
    explosions/small.wav






    Haymaker
    2

    Haymaker
    2
    bouncingbetty/bouncingbetty.txt

    Haymaker
    2

    Haymaker
    2

    Haymaker
    2

    Haymaker
    2
    yes
    down
    9
    exp01
    explosions/medium.wav


    Haymaker
    2
    3

    Haymaker
    2
    0.75

    roller.ase
    default.bmp


    Haymaker
    2
    yes
    down
    5
    exp01
    explosions/small.wav






    Haymaker
    2

    Haymaker
    2
    bouncingbetty/bouncingbetty.txt

    Haymaker

    2
    yes
    down
    8
    exp01
    explosions/medium.wav


    Haymaker
    2
    2

    Haymaker
    2
    0.5

    roller.ase
    default.bmp


    Haymaker
    2
    yes
    down
    4
    exp01
    explosions/small.wav











    in reply to: V37 open source custom weapons! #11131

    Bobirov
    Participant

    Got the idea for this one from the “Hot Contact” weapon in the old Weapon Recipies thread. Just basically a funky bomb with a few more warheads that ignite napalm instead of exploding. Not a bad little weapon.



    Napalm Blast
    A projectile weapon that on
    exploding releases multiple blobs
    of napalm at enemy tanks.

    hnapalm.bmp
    12000
    2
    3
    2
    shoot/large.wav
    10

    Napalm Blast
    3

    Napalm Blast
    3
    16

    Napalm Blast
    3
    0.5

    roller.ase
    white.bmp


    Napalm Blast
    3
    4.0
    2.0
    0.1
    2.0
    1.5
    1
    6
    explosions/napalm.wav




    Napalm Blast
    3
    yes
    down
    8
    explosions/large.wav
    exp02



    in reply to: V37 open source custom weapons! #11129

    Bobirov
    Participant

    Here’s another one I made recently. It’s basically just a MIRV that releases Leap Frog warheads.



    Bunny Bomb
    MIRV that releases several
    leaping warheads.

    lfrog.bmp
    14000
    2
    4

    shoot/large.wav
    3
    bouncingbetty/bouncingbetty.txt

    Bunny Bomb
    4
    5
    true

    Bunny Bomb
    4
    2
    bouncingbetty/bouncingbetty.txt

    Bunny Bomb
    4

    Bunny Bomb
    4
    yes
    down
    10
    exp01
    explosions/medium.wav


    Bunny Bomb
    4

    Bunny Bomb
    4
    bouncingbetty/bouncingbetty.txt

    Bunny Bomb
    4

    Bunny Bomb
    4
    yes
    down
    8
    exp01
    explosions/medium.wav


    Bunny Bomb
    4

    Bunny Bomb
    4
    bouncingbetty/bouncingbetty.txt

    Bunny Bomb

    4
    yes
    down
    6
    exp01
    explosions/medium.wav










    in reply to: V37 open source custom weapons! #11128

    Bobirov
    Participant

    And for my latest creation heh. Have you ever wanted to dramatically alter the map? Well now you can. Just fire this bad boy into the clouds and watch it raise up an entire new landscape and bury everyone around in the process. Its a bit lengthy but man oh man is it funny to watch. Enjoy.



    Terraform
    Raises dirt over a large
    portion of the map when fired
    high into the air.

    tdirt.bmp
    25000
    1
    3

    shoot/launch.wav
    6

    Terraform
    3

    Terraform
    3
    no

    down
    16
    explosions/large.wav
    exp02


    Terraform
    3
    5

    Terraform
    3

    3

    Terraform
    3

    Terraform
    3

    down
    no
    12
    explosions/small.wav
    exp00


    Terraform
    3

    Terraform
    3

    down
    no
    8
    explosions/small.wav
    exp00


    Terraform
    3

    Terraform
    3
    4

    Terraform
    3
    0.5

    Terraform
    3

    Terraform
    3
    up
    no
    24
    explosions/gloop.wav
    exp04


    Terraform
    3
    6

    Terraform
    3

    bomblet/bomblet.txt

    Terraform
    3
    no
    up
    8
    exp03
    explosions/gloop.wav







    Terraform
    3
    2

    Terraform
    3
    0.5

    Terraform
    3

    Terraform
    3
    up
    no
    18
    explosions/gloop.wav
    exp04


    Terraform
    3
    12

    Terraform
    3

    bomblet/bomblet.txt

    Terraform
    3
    no
    up
    8
    exp03
    explosions/gloop.wav













    in reply to: Ideas for new weapons definitions for next release. #11389

    Bobirov
    Participant

    I hate when I forget to log in, and the auto-login doesn’t work for me hehe. Anyways, I forgot to add something else I thought about yesterday.

    A new value for the of none. This way you could do damage without blowing up land to simulate say gas attacks or something like that. This would really be nice if there was a way to make explosions do damage over time (like napalm) instead of all at once.

    I suppose instead of changing Deform/WeaponExplosion it would require a new event like WeaponGas that does not deform and has values like: GasTime, GasHurtPerSecond, GasSpreadTime, GasSpreadRate, GasHeight. Even so, I still think adding in a none value for deform would be handy.

    GasTime = Total time the gas cloud lasts (like NapalmTime)
    GasHurtPerSecond = Damage the gas does per second (like NapalmHurtPerSecond)
    GasSpreadTime = Total time to increase radius of the gas cloud
    GasSpreadRate = Rate at which the gas radius expands
    GasHeight = Height of the gas cloud

    The explosion for either none or the WeaponGas event could be the same as the one for down and it would look just fine I think.

    This could then lead to the possibility of a “Bio Suit” or something that would block one chemical attack per Suit (like a chute). But, I may be asking for a bit much here… 😉

    in reply to: V37 open source custom weapons! #11126

    Bobirov
    Participant

    Is it possible to not draw any texture when doing an explosion? I tried
    none and “off” as well as deleting the line altogether but to no avail.

    When doing bombs that create or remove dirt, I think it’d look better to just not draw any texture. Especially with really large weapons when the texture is not big enough to cover the entire hole/mountain.

    in reply to: Server Bug? #11336

    Bobirov
    Participant

    Happened to be watching the server messages when it happened on my server just now. Was in Round 2, not sure what move. Someone had just gotten a kill with my custom “Fire Ants” weapon (which uses rollers) and the game got stuck. Everyone was asking “whats happening?” and then they all got booted for inactivity timeout. It seems like you’re on the right track with the roller idea. Hope this helps.

    in reply to: A few questions/ideas #11375

    Bobirov
    Participant

    I’m glad there is no indication of distance, I just wondered if there was. I too think it is better just having to eyeball it (which I’ve gotten pretty good at).

    About the wall types tho, right now if you choose Random, it randomly selects one of the three wall types for each round. I was referring to having multiple wall types in the same round. I think that would be a cool feature to have to scope out the walls each round to see what shots are possible.

    in reply to: V37 open source custom weapons! #11124

    Bobirov
    Participant

    Ebonite,

    I personally don’t know of a way to do that but that doesn’t mean its impossible. Perhaps someone else knows of a way, or else it would require a new tag.

    in reply to: ignore this list…unless you want to read #11373

    Bobirov
    Participant

    I second numbers 1 and 5. One of my first thoughts when I first played the game was that the models just weren’t big enough as you cannot see anything when zoomed out. And I DEFINATELY would love the ability to make bots come and go as needed to keep the server active. An example would be if the number of players drops below 3, add bots to keep it at 3 players and if number of players goes above 5 drop a bot until there are no more remaining bots.

    in reply to: V37 open source custom weapons! #11120

    Bobirov
    Participant

    Kenny,

    Glad you like the weapons, I find it quite fun to have many options to choose from when deciding how to take out your opponents hehe.

    About armslevel, to my knowledge it is used when determining how much money a person receives for damaging/killing an opponent. The basic formula is something like reward = (health taken / 100) * MoneyPerHP * Armslevel. Also, its the same idea for when you kill someone, reward = MoneyPerKill * armslevel. Different parts of a weapon can be set to give different levels of reward. For instance, the initial blast could yield a higher reward than subsequent, random blasts. The general rule I use is the more destructive/all encompasing the weapon is, the lower the armslevel and subsequent reward. I am not sure if it affects anything else or if those are the proper formulas as I’m really new here (started playing a little after the release of 37.1)

    About and , I do not know as I have not messed with those at all yet. Sorry I can’t answer that one.. 😥

    in reply to: V37 open source custom weapons! #11118

    Bobirov
    Participant

    Yet another custom weapon to add to your arsenal. I call it acid rain. Shoot it high into the air over the target area and watch it rain down dirt eating (riot bomb) projectiles upon everything. It does no physical damage but anyone not using chutes had better lookout.. 😉



    Acid Rain
    A projectile weapon that on reaching
    its highest point releases many dirt
    eating warheads. This weapon does no
    physical damage.

    hroller.bmp
    10000
    2
    5

    shoot/launch.wav
    2.0

    clusterbomb.ase
    white.bmp


    Acid Rain
    5

    Acid Rain
    5
    down
    no
    18
    exp03
    explosions/small.wav


    Acid Rain
    5
    8

    Acid Rain
    5


    clusterbomb.ase
    white.bmp


    Acid Rain
    5

    Acid Rain
    5
    down
    no
    12
    exp03
    explosions/small.wav d>


    Acid Rain
    5
    4

    Acid Rain
    5
    0.3

    clusterbomb.ase
    white.bmp


    Acid Rain
    5
    down
    no
    10
    exp03
    explosions/napalm.wav








    in reply to: Server Bug? #11329

    Bobirov
    Participant

    Good to know its happening to other servers and not just mine. Hope we can get this bug sorted out because it really ruins a good game to have everyone just get randomly dropped. Most of the time half the people do not return… 😥

    in reply to: Welcom Message on a server #11308

    Bobirov
    Participant

    Edit the Motd.txt file. The server displays the contents of that file when anyone connects.

Viewing 15 posts - 1,051 through 1,065 (of 1,072 total)