Napalm .xml edit

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 Post subject: Napalm .xml edit
PostPosted: Tue Mar 15, 2005 1:11 pm 
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I'm not that astute at editing .xml

But I was tinkering around with the laser primitive and I wanted to interject some of that primitive's properties into the napalm portion of the .xml (for an experiment). (my edit doesn't work)

Mainly this portion:

<nomuzzleflash/>
<totaltime>1</totaltime> ((original))



<nomuzzleflash/>
<totaltime>8</totaltime> ((to this))
or perhaps (6)

The desired effect should create napalm that is not fired as a missle but instead streamed out of a tank's "Barrel". Which would properly reflect the way napalm is used in combat involving tanks.

Am I correct in thinking that this could be changed in a future release?

It may be an effect that looks a little bit more realistic "In Game".


Can anyone please get this into a .xml file and try it to see how it looks?

Also can you post it here, So I may try it myself?

Gavin, especially :wink: Let me know what you think.

Apollo


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PostPosted: Tue Mar 15, 2005 2:30 pm 
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hmm, nice idea.

maybe you should have a look at the riot charge code, if you haven't already.

that might help you to figure out how to make it workable?
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PostPosted: Wed Mar 16, 2005 6:28 pm 
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I guess it could be possible using the same idea as the riot charge code.


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PostPosted: Wed Mar 16, 2005 6:38 pm 
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I don't think it should be changed because it wouldn't reflect the original Scorched very well, however I think it would be a great idea for a Mod.
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PostPosted: Wed Mar 16, 2005 7:37 pm 
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I think that upon reading the original post, you don't understand what I mean by the effects. Everything would be the same but instead of seeing the (large missle) being fired... you would see the flames in an arc to the target (not missle style) but a burning arc of flame to the target.


So insted of the fire/ smoke trail that leaves your barrel upon shooting... you will see about a 6 second trail of fire/smoke.

When napalm is dropped from an aircraft it's in bomb form. When it's deployed from a tank it's dispersed in a stream under pressure. The properties of the weapon would not be changed. The visual effect would be different.

<nomuzzleflash/>
<totaltime>1</totaltime> when the <totaltime>value</totaltime> tag is amped up... the laser glows for the value set upon it...

Think about the trail and not the effects.

Got my drift now?


A.T.


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PostPosted: Wed Mar 16, 2005 8:16 pm 
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Ok.
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PostPosted: Wed Mar 16, 2005 11:34 pm 
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ah, OK. Now that would be cool. 8)


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PostPosted: Thu Mar 17, 2005 12:37 am 
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It sounds like Apollo is more looking for a flamethrower type weapon with a napalm finish.

Sounds cool but I don't see the game being able to do this just yet.

1. You want the tank to shoot flames/fire.
2. You want the flames to arc like a normal weapon with no collision on a shield
3. I think it would be more like a normal weapon that doesn't pass thought a shield(Wonder how this type of weapon would react to a reflective shield, with normal weapon collision, since it wouldn't pass though the shield.)


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PostPosted: Thu Mar 17, 2005 3:16 am 
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Yeah I agree with jdog. Don't waste your time trying. I don't think it's possible yet with the primitives we have now.
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PostPosted: Thu Mar 17, 2005 6:15 am 
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Okay, what I'm asking is that the flames that follow a "missle" behind it's path are extended in duration... can that be done?


Apollo


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PostPosted: Thu Mar 17, 2005 7:15 am 
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Apollo Tangent wrote:
Okay, what I'm asking is that the flames that follow a "missle" behind it's path are extended in duration... can that be done?


Apollo


I don't think so. That's something that's defined internally in Scorched 3D and not in XML's.
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PostPosted: Fri Mar 18, 2005 4:20 am 
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A flame thrower weapon would be cool though.... It could be like the laser only it wouldn't go though a shield like the laser does.


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PostPosted: Wed Mar 23, 2005 4:32 am 
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Apollo Tangent wrote:
Okay, what I'm asking is that the flames that follow a "missle" behind it's path are extended in duration... can that be done?


Apollo


Perhaps they can be Apollo. I was looking through some of the TODO lists and found this:

"Added: smokelife and flamelife attributes to WeaponProjectile to control trail length"
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PostPosted: Wed Mar 23, 2005 5:10 am 
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Yes I was seeking that the napalm dispensed in flame thrower fashion. So you wouldn't see a missle just a :prolonged: flame trail (with a bit of smoke too).

I didn't see it in the "to do" though, and I'll admit that it's something that I don't browse. Since Gavin didn't comment on this thread, I took it for granted after other comments on (this xml thread), that it was embedded in the source code rather than the xml.

Ahh, a flamelife variable would be exactly what I was seeking out.

I'm not asking for anything other than that. I wouldn't expect it to stick to shields. Even though we know that napalm does stick to.... well that's a cruel saying if you know where I'm coming from.

The shield bounce that occurs does defy physics though. Has this ever happened to you?

At about 600 range have you ever fired at a shielded player using about 640 power at 51 Degrees elevation to watch that missile bounce off and regain its already expended potential energy? Where it's total distance may be upwards of 1000 distance?

That's one hell of a bounce isn't it?
Or was it just me imagining things?


Apollo


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PostPosted: Wed Mar 23, 2005 5:22 am 
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That's the effect of the force shield. It's suppose to do that. It bounces the projectile back therefore having a small chance of killing yourself.

I did a little bit of experimenting with that flame trail. Perhaps some of this will be useful to you.

As you can see I have it set to "20" and the effect is shown in the screen. Tinker it to your desire though. Don't forget to add the line to both napalms.


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