Jdog's Mod

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PostPosted: Sat Jan 20, 2007 2:46 pm 
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doom wrote:
is it in the server?


As I said, "I'm was just working on it", no it isn't on the server.

Also, it doesn't work as the game doesn't allow you to take money from other players in a weapon, yet.
----------------------------------------------------------------------------------

I've come across a strange problem from how teleports are done now.

What it should do is...
The weapon should, drop on tank, tank teleports out from under it, the weapon drops on tank spot where it teleported to and then tank teleports a second time.

What it does is...

The weapon drops on tank, tank teleports out from under it, the weapon
drops a second time, but on the area the tank started at, tank teleports a second time.

The broken code...(second try after fixing it not teleporting)
Code:
<accessory>
  <name>Bomb and fly</name>
  <armslevel>5</armslevel>
  <description>Teleports you to a random location on the map as a funkybomb
falls on the spot you were at, this does this two times.</description>
  <icon>teleport.bmp</icon>
  <activationsound>none</activationsound>
  <bundlesize>1</bundlesize>
  <model>teleport/teleport.txt</model>
  <nomuzzleflash>
  <cost>15000</cost>
  <accessoryaction>
   <subweapon1>
    <habs>true</habs>
    <vabs>true</vabs>
    <hredirect>180</hredirect>
    <vredirect>0</vredirect>
    <nextaction>
     <translatedist>100</translatedist>
     <nextaction>
      <habs>false</habs>
      <vabs>true</vabs>
      <hredirect>0</hredirect>
      <vredirect>180</vredirect>
      <nextaction>
       <delay>0.75</delay>
       <delayedweapon>
        <weapon>Funky Bomb</weapon>
       </delayedweapon>
      </nextaction>
     </nextaction>
    </nextaction>
   </subweapon1>
   <subweapon2>
    <subweapon1>
     <height>0</height>
     <nextaction>
      <landheight>true</landheight>
      <landonly>true</landonly>
      <scatterpercentage>90</scatterpercentage>
      <aimedweapon>
       <sound>data/wav/misc/teleport2.wav</sound>
       <delay>1</delay>
      </aimedweapon>
     </nextaction>
    </subweapon1>
    <subweapon2>
     <habs>true</habs>
     <vabs>true</vabs>
     <hredirect>180</hredirect>
     <vredirect>0</vredirect>
     <nextaction>
      <translatedist>125</translatedist>
      <nextaction>
       <habs>false</habs>
       <vabs>true</vabs>
       <hredirect>0</hredirect>
       <vredirect>180</vredirect>
       <nextaction>
        <delay>2.75</delay>
        <delayedweapon>
    <weapon>Funky Bomb</weapon>
   </delayedweapon>
       </nextaction>
      </nextaction>
     </nextaction>
    </subweapon2>
    <subweapon3>
     <height>0</height>
     <nextaction>
      <landheight>true</landheight>
      <landonly>true</landonly>
      <scatterpercentage>90</scatterpercentage>
      <aimedweapon>
       <sound>data/wav/misc/teleport2.wav</sound>
       <delay>3</delay>
      </aimedweapon>
     </nextaction>              
    </subweapon3>                
   </subweapon2>
  </accessoryaction>
</accessory>
Beware the VOID

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


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 Post subject:
PostPosted: Thu Jan 25, 2007 2:59 am 
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a little preview...


Attachments:
File comment: single player games.
jdogpreview.jpg
jdogpreview.jpg [ 54.54 KiB | Viewed 761 times ]
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.
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PostPosted: Thu Jan 25, 2007 4:36 am 
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Nice work jdog as always.
Image
"Always do right. This will gratify some people and astonish the rest."
Mark Twain


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PostPosted: Tue Apr 03, 2007 8:57 pm 
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Beta release...

Should have put this out long ago...

Any feed back would be nice.

Jdog's mod v2.01b (b = beta (needs a little other testing then me))

This has single player mode working but needs more testing then just me.
(try the Insane mode)

Also, I need to know about the monkey, I think I may need to fling them out more or have less, comments.
Beware the VOID

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


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PostPosted: Tue Apr 03, 2007 9:03 pm 
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Am gonna take a look.

Can't wait to see it man!
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PostPosted: Tue Apr 03, 2007 11:10 pm 
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jdog wrote:
Beta release...
Should have put this out long ago...
Any feed back would be nice.
Jdog's mod v2.01b (b = beta (needs a little other testing then me))
This has single player mode working but needs more testing then just me.
(try the Insane mode)
Also, I need to know about the monkey, I think I may need to fling them out more or have less, comments.


Great! the version i'd been hosting has finally got an update!
I'll apply it and continue providing a place to enjoy this latest work.
Scorched3D Mod-Servers
Forum
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Mods-Page


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 Post subject:
PostPosted: Fri Apr 06, 2007 7:32 am 
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Untill I get some idea of what is thought of the beta, I just though of some things to add to the monkys. (writing it down so I don't forget)

Brown monkey - the "dirt" monkey, leaves a pile of dirt as it bouces and explodes into little dirt globlets after last jump.

Orange monkey - the lightning monkey(something I'm thinking about)

Purple - ???

I'm also thinking about a money monkey(probably going to be added to the crate monkey and called the goodie monkey) and one that jumps a little bit then runs across the map(the moving one won't be till 41 if I make it)

Adding napalm bomb and frost bomb to the bomb monkey.
Adding Exploding crates to the crate monkey (they are packed by monkys)
Adding the icy missile and a mini Fire Storm missile to the gun monkey

Thats all I can think of right now
Beware the VOID

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


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PostPosted: Fri Apr 06, 2007 4:07 pm 
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Location: The Abyss...
How about a banana bomber?

It has a large monkey with a jet pack that drops crates down while it flies.

When the crate hits the ground, a bunch of bananas fly everywhere.

The bananas should fly out like a funky bomb but with no tank seeking.

SO it should be like this...

Note-every - is .5 seconds.

Launch---drop crate--drop crate--drop crate--drop crate--drop crate and end bombing--bomber/overweight monkey hits the ground and explodes creating the same type of explosion as the crates do.

Sound good?
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PostPosted: Sat Apr 07, 2007 6:59 am 
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*runs*

Nice idea but,

A) I can't model that well to make the monkey
B) I still need to fix the Bomb and Fly weapon
C) I'm staying away from banana weapons (I used bananas in the first version of the this weapon and it looks weird with bananas flying about.)
Beware the VOID

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


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 Post subject:
PostPosted: Sun Apr 08, 2007 3:05 pm 
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A little note, I don't remember if I put it in the read me file but, I made some small changes to the Plasma Blast and you really do need shields and Parachutes when using it.

Just as I entened when I made it.

:twisted:
Beware the VOID

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


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 Post subject:
PostPosted: Fri May 04, 2007 8:42 pm 
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-----------Plans-------------

1.) Release one move version before next version of scorched3d is
released.

2.) Update mod to next version and release. (May or may not have additions and/or new stuff in it.)

3.) Add new stuff for another release
Beware the VOID

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


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 Post subject:
PostPosted: Thu Jul 05, 2007 12:05 pm 
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your doing a great job jdog!

cool mod! :)

and i hope you dont mind if i ((trip)) & woOps..
*yoink* use some of your ideas or code..
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PostPosted: Sat Jul 07, 2007 6:54 pm 
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.-*-.ShoCkwaVe.-*-. wrote:
your doing a great job jdog!

cool mod! :)

and i hope you dont mind if i ((trip)) & woOps..
*yoink* use some of your ideas or code..


Cool, go ahead Shock!
Beware the VOID

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


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 Post subject:
PostPosted: Wed Aug 01, 2007 9:21 pm 
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Just a little idea I have. Need a different axis to spin projectiles on though for it to work the way I would like. Well detailed to get the look I wanted and
triangle count is 1640 total.


Attachments:
File comment: blade edge
saw2.jpg
saw2.jpg [ 17.54 KiB | Viewed 681 times ]
File comment: side
saw.jpg
saw.jpg [ 24.75 KiB | Viewed 681 times ]
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.
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 Post subject:
PostPosted: Thu Aug 02, 2007 1:56 am 
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jdog wrote:
Just a little idea I have. Need a different axis to spin projectiles on though for it to work the way I would like. Well detailed to get the look I wanted and
triangle count is 1640 total.


Can't you just turn off the spining and do an animated mesh that spins the other way?


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