Trying to make for knowlage reason a Heat seaking Missle

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 Post subject: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Jan 27, 2011 4:53 am 
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Singed
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I am trying to make a missle that when fired if it comes within a set distance of an enemy tank it changes course and flys straight to it. I am trying to make this but can not seem to get it to work. If anyone already has done this or knows what to do please do share. Here is the part of the code.
Code:
<collisionaction type='WeaponMulti'>
        <subweapon1 type='WeaponAimedOver'>
          <nowarheads>3</nowarheads>
          <percentagemiss>0</percentagemiss>
          <maxaimdistance>999</maxaimdistance>
          <inaccuracy>0</inaccuracy>
          <aimedweapon type='WeaponRedirect'>
            <habs>false</habs>
            <vabs>false</vabs>
            <hredirect>0</hredirect>
            <vredirect>20</vredirect>
          <nextaction type='WeaponExplosion'>
            <nocreatedebris/>
            <noluminance/>
            <hurtamount>0.0</hurtamount>
            <deform>none</deform>
            <size>0.01</size>
            <explosiontexture>exp07</explosiontexture>
          </nextaction>
          </aimedweapon>
        </subweapon1>


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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Jan 27, 2011 5:07 am 
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hmm let me help you out here, youll have to tweak it to be what you want, but its a learning process. (it will still be able to miss unless you edit its aim dist).

Code:
   <accessory>
      <name>Heat-Seeking Missile</name>
      <armslevel>5</armslevel>
      <cost>10000</cost>
      <bundlesize>1</bundlesize>
      <maximumnumber>1</maximumnumber>
      <modelscale>1</modelscale>
      <activationsound>custom/salvoa.ogg</activationsound>
      <model type='MilkShape'>data/accessories/projectile/precision.txt</model>
                <description>Small/Seeking</description>
      <accessoryaction type='WeaponMulti'>
         <subweapon1 type="WeaponNull"></subweapon1>
         <subweapon2 type='WeaponProjectile'>
         <projectilemodel type='MilkShape'>data/accessories/projectile/precision.txt</projectilemodel>
            <projectilescale>0.6</projectilescale>
            <spinspeed>0.3</spinspeed>
            <apexcollision/>
            <apexnodud/>
                                         <collisionaction type='WeaponProjectile'>
               <projectilemodel type='MilkShape'>data/accessories/projectile/precision.txt</projectilemodel>
            <projectilescale>0.6</projectilescale>
            <spinspeed>0.3</spinspeed>
            <heightcollision>5</heightcollision>
            <collisionaction type="WeaponLabel">
                     <label>label_a</label>
                     <nextweapon type ='WeaponAimedUnder'>
                           <nowarheads>1</nowarheads>
                           <maxaimdistance>15</maxaimdistance>
                           <moveunderground>false</moveunderground>
                           <percentagemiss>0</percentagemiss>
                           <inaccuracy>0</inaccuracy>
                           <aimedweapon type='WeaponProjectile'>
                        <projectilemodel type='MilkShape'>data/accessories/projectile/precision.txt</projectilemodel>
                           <nowallcollision/>
                           <timedcollision>0.5</timedcollision>

            <projectilescale>0.6</projectilescale>
            <spinspeed>0.3</spinspeed>
                                               <collisionaction type='WeaponMulti'>
                                                                   <subweapon1 type='WeaponGotoLabel'>
                                    <label>label_a</label>
                                    <count>0</count>
                                    </subweapon1>
                                 <subweapon2 type='WeaponExplosion'>
            <hurtamount>1</hurtamount>
            <deform>down</deform>
            <size>2</size>
            <explosiontexture>exp00</explosiontexture>
            <explosionsound>explosions/small.wav</explosionsound>
            </subweapon2>
            <subweapon3 type='WeaponReference'>
         <weapon>missiledebris</weapon>
            </subweapon3>

                                                                                               </collisionaction>
                                                                                                </aimedweapon>
                                                                                                 </nextweapon>
                                                                                                 </collisionaction>
                                                                                                   </collisionaction>
         </subweapon2>
      </accessoryaction>
   </accessory>
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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Jan 27, 2011 5:13 am 
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I plan on using this in combo with a possible V44 feature that will allow projectiles to target groupnames as well. Will be a anti-air missile for scoring points on Boid placements. (possible to be used as a flack cannon too if 0 grav projectiles will be implemented, just add a timed collision to make sure it wont endlessly vector lol.

It will be nice to have the ability to launch a projectile at normal speeds without affecting its drag and thrust to make a semi straight vector.
(will make airstirkes smoother too, no more repeating projectiles to fade in and out and create a flashing effect.)
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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Jan 27, 2011 5:44 am 
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Thanks


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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Jan 27, 2011 5:52 am 
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was it what you needed? It can be extensively tweaked to preform better and differently.
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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Jan 27, 2011 5:59 am 
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Yes. Though now I am wondering if there is a way to have the projectile stop mid flight and go directly to the tank before it ever came close to the ground. Like its flying over and it fly's near a tank and immediately changes course to hit the tank before coming close to the ground. Curious.


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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Jan 27, 2011 6:18 am 
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Download the merge mod from online and try out homing missiles, they may be what your looking for. The best way to design new weapons is to play the mods, and gather information on how you want your weapon to feel and act.

Merges weapons are enjoyable to watch and great to learn the basic coding principes from.

(I will be in bed for the next couple of hours, feel free to post questions, youll be sure to get a reply from me or Thrax soon as one of us gets a spare minute. )

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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Jan 27, 2011 6:36 am 
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I will do that. Thanks Edit: I did that but It just downloaded as a S3M file. I need to see the code just for the Homing Missile. that is what I am looking for. Yet I can't do that with the S3M file.


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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Fri Jan 28, 2011 3:08 pm 
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Softwarespecial wrote:
I will do that. Thanks
Edit: I did that but It just downloaded as a S3M file. I need to see the code
just for the Homing Missile. that is what I am looking for. Yet I can't do that
with the S3M file.


S3m files are the Scorched3D archive packs of Mods. They need to be installed
before they can be used.

The other Easier method.. is to just connect to the authentic Online mod-server
to hae it auto-download the mod into your storage folder.

It is a bit silly to begin tweaking mods, if you've never actually played the good
ones. :D Join in a game or 2 with the regulars. They can show you more than
any solo game will.
Scorched3D Mod-Servers
Forum
Stats
Mods-Page


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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Fri Jan 28, 2011 6:40 pm 
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Singed
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Thrax
First what is your icon? It reminds me of the old Atari days. Second the merge S3M plays just fine. What I am needing is some help on how they did there homing missile. They some how made it so that while in flight it suddenly stops and then goes directly to the tanks. I got code to make one after it hits the ground. I now want to learn how to make one that in mid flight if it gets close to a tank will suddenly in mid flight change course and target that tank and hit it. Thanks for the help. Oh and I probably won't join any online games until I am at least better then an ai setting of target well now I think I am at moron level. I loved the first scorched earth but I really stank at it. Thanks again.


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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Fri Jan 28, 2011 7:49 pm 
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mm, Thrax made the missiles. He used a apexcollision (projectile begins collisionaction in midair after highest point of flight) paired with aimedunder/over tags to target enemy tanks.

Hop in, and join a server, players arent bots and therefore learning from bots really isnt helpful to successfully dominate online. The key is practice, psychological warfare, and playing the economy. (others could attend luck is necessary as well)

Kanga

Thrax's icon is a metroid from metriod prime if im not mistaken.

Also the weapon you mention is not entirely possible yet, the closest I have come to that is by using the heightcollision with a larger aim distance. You can make it act like you want it to, it just needs to be fired accuraely by the player.
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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Fri Jan 28, 2011 8:43 pm 
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Singed
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I see I think I can get it done from here. Thanks. I downloaded the original source code for the game. It looks as though most is done in C++ some java applets it seems for online. I even found some Object-C type code. My games I was working on were done in Dark GDK. Thanks again.


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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Feb 10, 2011 4:12 am 
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Singed
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I enjoy the variety of the Merg Mods Weapons. I would love to have the file that has the weapons to learn from. I don't need all the files to be able to take there weapons. I just want the accessories file that has the weapons so I can learn how they programmed them. Remember I only have the .S3M file. I know how to make 3D models easy I did a 3d Model of my head that looks pretty realistic. I use Blender though and the new blender doesn't seem to work with the python script the person made to export things to the format needed. Thanks and please.


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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Feb 10, 2011 4:56 am 
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hmm well,

the file for merge weapons and much more can be found in:

C:\Users\USERNAME\.scorched3d\mods\merge\data
(on a windows 7. Or use the search function and search .scorched3d)

but I will upload it here as well. :)

Me and Thrax use this program for text editing:
http://www.contexteditor.org/

Milkshape is the optimal modeling program for S3D, it can be purchased really cheap here (blender has more capabilities, but can get a bit hefty file wise):
http://chumbalum.swissquake.ch/

For sound editing I use Audacity to record and edit sounds, you need to make sure all sound files are 16bit wav/ogg voribis in mono format. (so the game can make use of distance sound culling):

http://audacity.sourceforge.net/

For Image editing and textures I use photoshop, and faststone viewer to remove meta data, recolor and resize, photoshop tends to export larger files so I trim them with this (note that images must be to a power of 2 and be jpeg,24-bit bmp, or PNG):

http://faststone.org/

For Explosions and such, I use a pro-version of Particle Illusion, its rather spendy, but if your an enthusiast youll find a way:

http://www.wondertouch.com/

Other than that, I use the Docs to a large degree when a tag escapes me, or i need a reminder (note that they are not yet updated to v43, but most v42 tags will still work in v43, new tags inlclude stickysheilds boolean, and heightcollisions):

http://www.scorched3d.co.uk/wiki/index. ... D_modeling
_______________________________________________________

Do you by chance know Java, LUA, or C++?

Have fun, dont be discouraged, ASK QUESTIONS! Its what were good at. ;p
Thrax is the senior modder here, and know a couple tips, tricks, and modifications to get the most out of the engine! (he also maintains and develops merge mod, since other authors have dissapered over time) You can find his Modding/S3D forum here:

http://advguild.myftp.org/stats/
click on forum and sign up if you desire! :)

Armor


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 Post subject: Re: Trying to make for knowlage reason a Heat seaking Missle
PostPosted: Thu Feb 10, 2011 6:25 am 
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Singed
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ArmorWraith
Well I use Blender because of the more features it can do explosions and other particle type stuff. I also use it for my own games. I was using Dark GDK but have not been to happy with it. I already use Audacity. Any way I do know C++ and Java. Thanks again for all that you do to help us little guys. I thought about using my head model as a projectile. Though I would probably have to lower its poly count a bit. Thanks again the knowledge of where to look for the file is very helpful as is all the help thanks.

P.S. My avatar on this is my 3D head model. Its not easy to see from the small avatar picture.


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