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Thread: PewPew : new GCombat

  1. #281
    No u Divran's Avatar
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    Default Re: PewPew : new GCombat

    Quote Originally Posted by Schilcote View Post
    You've been on it before, STEAM_0_0_9583907. imma stealin ur tank

    I get clients from the UK all the time, their ping is usually pretty good.
    Yeah I was on it to give you the toaster I made...

    Quote Originally Posted by Tech View Post
    Try these weapons out.

    And when are you going to finish the FireDamage? I need it for the napalm bomb I made.
    I'll try them tomorrow. FireDamage already works, but I don't think using timers is the best way :S I'll take a look at it tomorrow and see if I can come up with something better.
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  2. #282
    No u Divran's Avatar
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    Default Re: PewPew : new GCombat

    Holy shit Tech, that's awesome.
    I love your effects. But I'm unsure about changing the death effect... especially since your effect uses over 100 particles.

    If you just make sure they are perfectly balanced, I'll commit them.
    You should test to make sure they are balanced by shooting at identical props with several different weapons at once. If one of the weapons kills their prop a lot faster or slower than the others, you know you need to balance it. Compare your weapons to mine.
    Also remember to try to make all your weapons use around 1000 energy per second with LS3.

    I don't like the feel of your artilleries. Their bullets fly and drop to the ground way too fast, which makes it feel like someone is PUSHING them down into the ground (or like they weigh several tons). It just looks unrealistic.
    And you're using the 230mm cannon sound for some of the artilleries, when they have around 3 seconds reload time. The 230mm cannon sound has a reload sound near the end (after about 16 seconds). This will sound ugly when you can keep on firing before the reload sound effect hasn't even played.

    Also the effects of some of your weapons, for example the hellfire and rocket artillery, don't show on the second bullet. I think this might be caused by spamming too many particles.
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  3. #283
    Wire Noob Tech's Avatar
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    Default Re: PewPew : new GCombat

    Yeah I didn't know how to fix the effects not showing, I'll try slowing the artilleries down and maybe toning down the death effect. By the way, when I make a machine gun bullet too fast, it goes through walls when it's near them D:

  4. #284
    Wire Sofaking thetree's Avatar
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    Default Re: PewPew : new GCombat

    Got an error of:

    tried to index 'CAF' (a nil value)

    When trying to adv dupe a contraption with a pewpew cannon on it

  5. #285
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    Default Re: PewPew : new GCombat

    SVN UPDATE!

    Quote Originally Posted by thetree View Post
    Got an error of:

    tried to index 'CAF' (a nil value)

    When trying to adv dupe a contraption with a pewpew cannon on it
    Fixed this.
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  6. #286
    Wire Sofaking thetree's Avatar
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    Default Re: PewPew : new GCombat

    Sweet

  7. #287
    Wire Amateur field_medic's Avatar
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    Default Re: PewPew : new GCombat

    A thought had occurred to me as I was playing with different missile settings. The default homing missile couldn't chase a parked vehicle :P But that is more related to it's speed and turn rate and is unrelated to my next point.

    I was thinking that you could split the missiles up (or I will eventually) by function and quirks. The first missile I built was an extremely fast (something like 25200 units/second) and excellent homing missile modeled after real world AAMs. It is extremely difficult to dodge compared to the slower normal missile, but if it missed you were guaranteed to be safe whereas the normal missile simply turned around and kept following.

    So I'd create three missiles:
    1) Air to ground. The missile can only go down the Z axis, never up and has fairly limited fuel supply but an extremely deadly warhead.
    2) General. This is closest to the current missile although I'd speed it up and/or improve tracking. Moderate warhead.
    3) Surface to air. The fastest missile possible at a cost of having a very short home time and much smaller warhead.

    Missiles are how we do things in modern warfare and yeah it's fun to have 20 different calibers of howitzer, but they all fill roughly the same purpose. On a side note the beam weapon lacks any sound and has very limited range (probably intentional).

  8. #288
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    Default Re: PewPew : new GCombat

    Quote Originally Posted by field_medic View Post
    A thought had occurred to me as I was playing with different missile settings. The default homing missile couldn't chase a parked vehicle :P But that is more related to it's speed and turn rate and is unrelated to my next point.

    I was thinking that you could split the missiles up (or I will eventually) by function and quirks. The first missile I built was an extremely fast (something like 25200 units/second) and excellent homing missile modeled after real world AAMs. It is extremely difficult to dodge compared to the slower normal missile, but if it missed you were guaranteed to be safe whereas the normal missile simply turned around and kept following.

    So I'd create three missiles:
    1) Air to ground. The missile can only go down the Z axis, never up and has fairly limited fuel supply but an extremely deadly warhead.
    2) General. This is closest to the current missile although I'd speed it up and/or improve tracking. Moderate warhead.
    3) Surface to air. The fastest missile possible at a cost of having a very short home time and much smaller warhead.

    Missiles are how we do things in modern warfare and yeah it's fun to have 20 different calibers of howitzer, but they all fill roughly the same purpose. On a side note the beam weapon lacks any sound and has very limited range (probably intentional).
    I'll make some extra homing missiles later.
    The beam cannon SHOULD reach across the entire map. It doesn't? I'll have to test that as well. And I couldn't find any fitting sounds. Got any lying around?
    Last edited by Divran; 03-16-2010 at 10:42 AM.
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  9. #289
    Wire Noob Koutacles's Avatar
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    Default Re: PewPew : new GCombat

    Think I fixed the Water Balloons. If you like 'em, can you add Fireworks to the 'Fun' category as well?

  10. #290
    Wire Noob nyarlathotep's Avatar
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    Default Re: PewPew : new GCombat

    First off: This is just excellent, divran. Excellent. Feels 'cleaner' than GCombat, probably because it's less crufty. My favorite thing so far is the Fireworks :<

    The flamethrower needs... a lot of work. :P It just looks and acts... a little doofy. But I like the idea.

    I heartily request some kind of spherical shield system like Catdaemon's. I tried Catdaemon's one itself, and PewPew missiles bounce off it correctly - which is truthfully a thing of beauty to watch. But of course, PewPew bullet attacks fly right through it. I was kind of thinking - maybe you could adapt it or something. If you used your own PewPew Shield with your own PewPew hitscan bullets, -- could you code them to work together so the shield can stop bullets? I seem to recall this isn't as simple as I want it to be. But there it is, a Feature Request

    Please pack in as many balance-tested weapons into the SVN distribution as you can possibly think of or garner from others. It's nice that this can be edited easily, though; that is the Correct way to design it.

    I also kind of want to vote for the "death field" idea I saw some pages back. It's unique and weird and would probably have use. Call it an emp or a destabilizer or some crap, whatever. Technobabble it.

    Also want to vote for gadgets that somehow cause slow regeneration of health.

    And one more thing: Damage of vehicles? Pretty please can I blow up a jeep can I can I?

    Ahem. Obviously all these things are ill-informed suggestions to the author of an already pretty damn great Garry's Mod mod. Take, modify, ignore them as you will, but I'm happy to have the opportunity to throw this stuff out there while you're really active in development.

    Thanks for making PewPew. I will forgive you for its dorky name.

    EDIT: Gah! One more thing (TM). This is just a garden-variety bug/glitch I'm pretty sure. When you get into a vehicle with a PewPew weapon selected, the placement "ghost" remains just floating in the air or whatever, not responding to mouse movements, as you drive away. When you get out again, the ghost is back to normal. I have a feeling that one won't be hard to fix ^_^
    Last edited by nyarlathotep; 03-17-2010 at 12:08 AM. Reason: Forgot something!

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