Modding Q&A
#281
Posted 15 September 2005 - 05:15 AM
Hmmm is there a overall game max speed limit??? cos i cant figure this one out:)
#282
Posted 15 September 2005 - 05:58 AM
-AuroraJetLocomotor (its normal speed)
-AuroraJetSluggishLocomotor (work during some time after droping a bomb)
-AuroraJetSupersonicLocomotor (work when you order it to attack)
Acceleration does not affect speed. If you will look into the code attentively you will find such values as Speed = 180 or Speed = 480.
#283
Posted 15 September 2005 - 09:24 AM
Aurora have 3 locomotors:
-AuroraJetLocomotor (its normal speed)
-AuroraJetSluggishLocomotor (work during some time after droping a bomb)
-AuroraJetSupersonicLocomotor (work when you order it to attack)
Acceleration does not affect speed. If you will look into the code attentively you will find such values as Speed = 180 or Speed = 480.
Yeah i know about the Locomototrs.
So an Aurora with speed = 600 in spuresonic should reach its target faster than King raptor with Speed = 270 upgraded with the engines if there are starting from the same position cos its 2 times as fast. Is that right?
Because if you put the Aurora on guard and a Raptor on Guard in the same location and you get them to attack a target on the other side of the screen they both get there about the same time. Aurora a bit fater and when i say a bit i mean the Raptor is right behind it.
Before i took out >>> AttackLocomotorPersistTime = 100 <<< the raptor got there well ahead of the Aurora. And when i say well ahad the Aurora on made it half way up the map and the raptor already took out the target. With that taken out they have about the same speed.
Also what does this mean? I know what mass means but the ModuleTag_05
Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
Which was taken from the AFG ini from the Aurora. Can i edit the ModuleTag_05 somehwere??
I mean creator have you noticed this in your mod?? If you havent try it out.
Use an 8 player map set the comp on the other side of you and give it a go.
Am also making an AlphaComanche for the AFG. Just the code not modeling. Am thinking about it giving it options to select its load out. Like Air TO Air, Air TO Ground and Recon.
#284
Posted 15 September 2005 - 02:33 PM
The above post the accel wasnt chaged in the contra.big that CNCZH used it was one that i mok up on and i didnt relalise.
Am gona chage it even further to see what happens. I think that the game uses Accel as engine power beacuse air resistance increases with speed and accel deacreases. but we will see am only new at this.
#286
Posted 16 September 2005 - 02:08 AM
i was just gonna say, reduce the aurora's mass and increase the raptor's that should solve the problem
Yeah i just finishd playing arround with that and made it work very nicely.
#287
Posted 16 September 2005 - 05:54 AM
i was just gonna say, reduce the aurora's mass and increase the raptor's that should solve the problem
Nope that didnt work either. But i fixed it. I raised Auroras min Speed during supersonic to 400 withch is SpeedDamaged and they hammer now. Fast as.
But i have to figre out how to make them drop there bombs earlyer cos it looks a bit funny.
But it was all in the MinSpeed setting. ANyways have fun guys am goin to the sno for the weekend and do a bit of snowboarding.
Later.
#289
Posted 16 September 2005 - 03:38 PM
[quote name='stack111' date='Sep 15 2005, 10:45 PM']ANyways have fun guys am goin to the sno for the weekend and do a bit of snowboarding.
Later.
[/quote]
Have fun there !
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#290
Posted 17 September 2005 - 03:11 AM
try to look in weaponobjects.ini, or weapon.ini and you could find an ignition delay and make that earlier or later
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#291 Guest_mAYA_*
Posted 19 September 2005 - 04:38 PM
Am lost here.
#292
Posted 19 September 2005 - 07:53 PM
#293 Guest_Guest_*
Posted 20 September 2005 - 03:22 AM
We do not open W3D. We import them with Coolfile W3D Importer 1.07. This importer is compatible with GMAX and 3D Studio 5 and 6.
What about maya?????
#294
Posted 20 September 2005 - 01:29 PM
#295 Guest_Guest_*
Posted 20 September 2005 - 02:53 PM
Thats nice and complex:)I don't know any Maya compatible importers. I think you need to import W3D into 3D studio, then save it into 3DS or another format and only then open it with Maya.
Anyways i can make my own mods. cos I can export to w3d. How ever i have a question about WeaponLunchBone in the ini files. I can tell that its from whrere the weapon will fire. But where do you need to specifie this In the 3d program or when you import it? This i dont get Creator can you help me with this please.
Am going to DL gmax and have a play arround with it. It shoudnt be to difficult i can use maya ok.
#296 Guest_Redsst_*
Posted 20 September 2005 - 03:15 PM
#297
Posted 20 September 2005 - 03:55 PM
You will mod CONTRA to make your own mod ???hey guys, dumb question. how do i remove the prerequisete(sp) of "Generals Promotion" from the "Advanced Training" and "Supply LInes" upgrades?
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#299
Posted 21 September 2005 - 11:01 AM
Any subobject can be bone. For example, create a box and name it, to say "FireBox". Then go into ini code of your unit and write: "WeaponLaunchBone = PRIMARY FireBox". This is all.Anyways i can make my own mods. cos I can export to w3d. How ever i have a question about WeaponLunchBone in the ini files. I can tell that its from whrere the weapon will fire. But where do you need to specifie this In the 3d program or when you import it? This i dont get Creator can you help me with this please.
And yes, you need to say GMAX or Maya don't to export geometry for subobjects you wish to be bones. It is not necessary, but model will look better with invisible bones.
Yet another note: do not forget to link bones to other objects. WeaponLaunchBone should be linked to barrel or turret.
Button code have "NEED_SPECIAL_POWER_SCIENCE" thing. Remove it.hey guys, dumb question. how do i remove the prerequisete(sp) of "Generals Promotion" from the "Advanced Training" and "Supply LInes" upgrades?
#300 Guest_Guest_*
Posted 22 September 2005 - 12:28 AM
Any subobject can be bone. For example, create a box and name it, to say "FireBox". Then go into ini code of your unit and write: "WeaponLaunchBone = PRIMARY FireBox". This is all.Anyways i can make my own mods. cos I can export to w3d. How ever i have a question about WeaponLunchBone in the ini files. I can tell that its from whrere the weapon will fire. But where do you need to specifie this In the 3d program or when you import it? This i dont get Creator can you help me with this please.
And yes, you need to say GMAX or Maya don't to export geometry for subobjects you wish to be bones. It is not necessary, but model will look better with invisible bones.
Yet another note: do not forget to link bones to other objects. WeaponLaunchBone should be linked to barrel or turret.Button code have "NEED_SPECIAL_POWER_SCIENCE" thing. Remove it.hey guys, dumb question. how do i remove the prerequisete(sp) of "Generals Promotion" from the "Advanced Training" and "Supply LInes" upgrades?
Cool so if i where to create a new barrel on a tank and then made a small box infromt of it and called in FireBox1 it would fire from there cool i get it now
thanks creator
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