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funking bombs

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 Post subject: funking bombs
PostPosted: Fri Jul 20, 2007 7:23 pm 
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I was gonna post about this before, but
didn't (I think)

I think you need to change the funky bombs slightly.

As things are, half a funky bomb goes straight through a fresh force bubble like it's not even there. Considering that a funk bomb costs about half what a force bubble does, there's NO WAY that should happen.

I think you should make it 10 warheads instead of 12, 30% miss instead of 20 and 0.8 hurt per bomblet instead of 1.0.

: ) I was playing with it)


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PostPosted: Fri Jul 20, 2007 7:52 pm 
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Lol!

Well that was very thought out and tested I must say.

And look a video on how funky a funk bomb can get!

MADE BY THE FREAK HIMSELF!

BOOOOOOOOOOO!

http://flash-movies.toufee.com/mov/98771184854940
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 Post subject: Re: funking bombs
PostPosted: Sat Jul 21, 2007 12:43 am 
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Laptops Daddy wrote:
I was gonna post about this before, but
didn't (I think)

I think you need to change the funky bombs slightly.

there's already 4-6 other threads arguing about funkies.
price, strength, method..
and it's already been looked into.
-the next ver possibly offering a higher % limit on the free-market growth.
-the scattering and power considered,
-and even more randomness.

please keep in mind everyone, that you are using the current
existing scorched, while a new version is already in the later
stages of development.. getting close to beta soon.

a lot of the errors and features you notice that could be improved
or changed, already have..

edit: also remember that these only relate to the "Funky-Bombs" on
the main servers default mod. the myriad of other mods already
have corrected the funky imbalance ages ago.
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 Post subject:
PostPosted: Sat Jul 21, 2007 1:44 am 
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try this mod:

i'll set up a test server soon

it's basically main but have lots of tweaks: riots who can counter self-dirting, funkys less overpowered, heavy shields more useful, ecc..


edit: the server is up, don't whine because some prices looks low, keep buying & the price will change radically


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nomod.zip [6.89 KiB]
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 Post subject:
PostPosted: Sat Jul 21, 2007 3:07 am 
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O cool!

Am gonna try this one out!
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 Post subject: Re: funking bombs
PostPosted: Sat Jul 21, 2007 3:32 am 
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Laptops Daddy wrote:
10 warheads instead of 12, 30% miss instead of 20 and 0.8 hurt per bomblet instead of 1.0.


I dont agree whit lappy on this., but this is my opinion only.

Anyway there must be a weapon powerfull enough (and cheap enough too) to penetrate force shield and kill player whit one shoot only.

There always be a one weapon superior over the others. if making funky weak it is possible that ppl will start complaining about something else, rollers or nukes or frogs or .....

i think that traking distance is too high. also it is good if we can increase windfactor of bomblet.
other idea:
two different windfactors one for side wind and one for following wind.


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 Post subject:
PostPosted: Sat Jul 21, 2007 3:40 am 
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I don't think this mod is for beginners Naka...

Lol j/k m8.

You'd whoop mine any day of the week!
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 Post subject: Re: funking bombs
PostPosted: Sat Jul 21, 2007 11:30 am 
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Bit of a long one. (hereditary complaint)

naka wrote:
Anyway there must be a weapon powerfull enough...

I don't think the funk bomb should be it. It's too easy (being guided).

If it is, I think there should be some defence. The only defence at the moment is ton of dirt (unless you move).

I think one of the problems is inherent in the funk bomblets funky trajectories. You often end up with double hits, where the bomblet bounces off, then hits again.

I like the idea of differing bomblet specs. (I made a weapon with differing sub-munitions (called cbu-97). It's a random choice with 50% inaccuracy vs 0%, 2:1. Works quite well. The odd (more deadly) accurate ones have a different sound.)


idea:

Hypothetically ('cause it would mean changing the game itself, not just weapon values), could you add an extra add-on shield? Maybe call it funky protection. (like a track suite : ), make it so you can wear it underneath a bubble and have it block any aimed weapons homing ability. Maybe you could call it a jamming radar or something if you wanted to keep it military style.


Ps: Is the aimed weapon thing disabled on impact? I mean, once a funk bomblet has hit a force bubble, does that same bomblet home back in again?


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 Post subject: Re: funking bombs
PostPosted: Sat Jul 21, 2007 6:14 pm 
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Laptops Daddy wrote:
idea:

Hypothetically ('cause it would mean changing the game itself, not just
weapon values), could you add an extra add-on shield? Maybe call it
funky protection. (like a track suite : ), make it so you can wear it
underneath a bubble and have it block any aimed weapons homing
ability. Maybe you could call it a jamming radar or something if you
wanted to keep it military style.

Again, it's a modders alteration. Shield addons and enhancements
already exist in other mods. But since most don't try them, they don't
know what's possible. Chaff in the air, shields boosted with other
added layers, faster movement options etc.
Quote:
Ps: Is the aimed weapon thing disabled on impact? I mean, once a funk
bomblet has hit a force bubble, does that same bomblet home back in
again?


and.. No, the 'standard' aimedover/under command does not re-lockon
after deflect/mag. But.. several modders have already written weapons
that 'do' perform that function. In effect, to 'Jack-Hammer' thier way
thru tough mag/force shields.
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 Post subject: Re: funking bombs
PostPosted: Sat Jul 21, 2007 7:11 pm 
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Thrax wrote:
Again, it's a modders alteration. Shield addons and enhancements
already exist in other mods. But since most don't try them, they don't
know what's possible. Chaff in the air, shields boosted with other
added layers...

no it's not. you can't do that. there's no shield parameter to block an aimed weapons <i>lock on</i> effect.

Thrax wrote:
several modders have already written weapons
that 'do' perform that function. In effect, to 'Jack-Hammer' thier way
thru tough mag/force shields.

i don't think it's possible. projectile impacting a force bubble doesn't trigger a collision event.


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 Post subject: Re: funking bombs
PostPosted: Sat Jul 21, 2007 8:23 pm 
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Laptops Daddy wrote:
Thrax wrote:
Again, it's a modders alteration. Shield addons and enhancements
already exist in other mods. But since most don't try them, they don't
know what's possible. Chaff in the air, shields boosted with other
added layers...

no it's not. you can't do that. there's no shield parameter to block
an aimed weapons <i>lock on</i> effect.

Thrax wrote:
several modders have already written weapons
that 'do' perform that function. In effect, to 'Jack-Hammer' thier way
thru tough mag/force shields.

i don't think it's possible. projectile impacting a force bubble doesn't
trigger a collision event.

Both are possible. Adding a mag assist field to a player using a force
shield repels as much as it can, and bounces what slips through.
Or to block incoming weapons, a spray of chaff in the air can be
used to prematurely detonate them.

And with the propper application of timed collision, a repeat lockon is
easy.
You are a starting modder. You should know that with effort,
almost anything can be done if you use the right code.
Feel free to explore other mods. Most of what people ask for
has already been done in some form.
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 Post subject:
PostPosted: Sun Jul 22, 2007 12:09 am 
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: ) thrax

rtfq.

also, : ) starting modder. that's a lot more than a bit of a stretch.

not really what i'd call an accomplishment, being expert it playing around with other peoples programs, but for the record i am the foremost expert in scorched modifying.
if you knew the hours i've spent.

i don't download many of these mods personally. frank reason is that most of them are amateur rubbish. (not directed at anyone in particular).. i'm happy to learn new tricks, but realistically, when i've pretty much written the book on modifying the game myself…

you need to go watch this video. : ) right now.
http://ltfiles.streamlinenettrial.co.uk ... oddemo.avi

this one too
http://ltfiles.streamlinenettrial.co.uk ... chedlt.avi

(xvid with mp3) (age 12+ ok?)


ps:
xml - max 4 inches

respect my authoritah


pps:
original idea still stands. anti-homing shields.


(timed collisions - yeah right : )


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 Post subject:
PostPosted: Tue Jul 24, 2007 8:40 pm 
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Laptops Daddy wrote:
: ) thrax

rtfq.

also, : ) starting modder. that's a lot more than a bit of a stretch.

not really what i'd call an accomplishment, being expert it playing around with other peoples programs, but for the record i am the foremost expert in scorched modifying.
if you knew the hours i've spent.

i don't download many of these mods personally. frank reason is that most of them are amateur rubbish. (not directed at anyone in particular).. i'm happy to learn new tricks, but realistically, when i've pretty much written the book on modifying the game myself…



you need to go watch this video. : ) right now.
http://ltfiles.streamlinenettrial.co.uk ... oddemo.avi

this one too
http://ltfiles.streamlinenettrial.co.uk ... chedlt.avi

(xvid with mp3) (age 12+ ok?)


ps:
xml - max 4 inches

respect my authoritah


pps:
original idea still stands. anti-homing shields.


(timed collisions - yeah right : )


While some of what you have done is very inpressive, siome of us are not so graphily inclinded and are SOL in doing some stuff to make out mod look better. I also see that you have been playing with the CVS version 41.

What you need to remember is that many of us are making our mod to be played online and too much on the screen at once can crash the game. (had one weapon making 5k streams of napalm at once.. I broke the game with that one.) Some people my try to play the game with 24 players at once, computer or other wise.
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.


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 Post subject:
PostPosted: Tue Jul 24, 2007 11:06 pm 
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jdog wrote:
been playing with the CVS version 41

no. no 41. everything in those videos is 40.1d

i take the point with the napalm though.

seems explosion effects make model polygon counts insignificant in terms of processing power needed. bit soul destroying when youve spent hours optimising every last triangle on your projectile.


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 Post subject:
PostPosted: Thu Jul 26, 2007 11:11 pm 
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Laptops Daddy wrote:
seems explosion effects make model polygon counts insignificant in terms of processing power needed. bit soul destroying when youve spent hours optimising every last triangle on your projectile.



Yes they do take a lot of the games power, part of the reason why some mods are... limited in how they use some stuff.(beside some peoples lack of graphics skills)
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.


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