Author Topic: Making Flamethrowers and cannons  (Read 6391 times)

Offline Thyrus

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Re: Making Flamethrowers and cannons
« Reply #20 on: October 13, 2010, 10:26:34 AM »
Shooting SFTW = WIN :D

Offline Scorpion

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Re: Making Flamethrowers and cannons
« Reply #21 on: October 13, 2010, 10:29:21 AM »
heck I will spill the beans here... the first expansion for Backlash will be Projectiles and Fire  :gawe:
Cool, should have known about the fire, but how are the projectiles gonna be balanced?

Offline JoeBlo

Re: Making Flamethrowers and cannons
« Reply #22 on: October 13, 2010, 10:33:32 AM »
not sure yet (im focusing on finishing the current build :P)

I imagine with mr whales we can work out something, I just think it would be fun to introduce them into competition play.

Offline Scorpion

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Re: Making Flamethrowers and cannons
« Reply #23 on: October 13, 2010, 10:36:38 AM »
not sure yet (im focusing on finishing the current build :P)

I imagine with mr whales we can work out something, I just think it would be fun to introduce them into competition play.
Oh yeah, it definately would.
Just put in air baloons, tazers, giant ballz and halon gas and then it's the 90's again  :mrgreen:

Offline Clickbeetle

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Re: Making Flamethrowers and cannons
« Reply #24 on: October 13, 2010, 09:36:36 PM »

The problem with balancing cannons is you can't edit their damage or power.  Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it.  So you only have airmaxinoutrate, mass, and HP to work with.

Is there a way to decide where the fire is shot out, and how to edit it?


I was thinking making a longer flame, or a fire extinguisher shoot the.....stuff.


The position and direction of the fire is un-editable.  In order to get it where you want, you need to move the component model around, until the flame origin point lines up.  This might take some trial and error to get right.

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Offline GroudonRobotWars

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Re: Making Flamethrowers and cannons
« Reply #25 on: October 13, 2010, 10:53:19 PM »
It would be funny if there was a cannon that fires random components :P
Or just like you throw the fridge from Firebeetle's component pack at the opponent :P

Offline JoeBlo

Re: Making Flamethrowers and cannons
« Reply #26 on: October 13, 2010, 11:15:27 PM »
umm if you have FB's pack there is already a fridge cannon... its known as Summon in the fridge styles


The problem with balancing cannons is you can't edit their damage or power.  Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it.  So you only have airmaxinoutrate, mass, and HP to work with.

damn.. hmm I guess making them beta burst heavy would stop having any more then 2 on an efficient bot combined with a mass air intake... still its worth the try to balance them

Offline G.K.

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Re: Making Flamethrowers and cannons
« Reply #27 on: October 16, 2010, 11:30:20 AM »

The problem with balancing cannons is you can't edit their damage or power.  Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it.  So you only have airmaxinoutrate, mass, and HP to work with.


So the material = metal doesn't do anything here?
My above post explains everything about everything.

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Offline Jo Cheffly

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Re: Making Flamethrowers and cannons
« Reply #28 on: October 16, 2010, 06:54:10 PM »
Hamburger!

Offline Jonzu95

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Re: Making Flamethrowers and cannons
« Reply #29 on: October 17, 2010, 04:52:49 AM »
eh?

Offline Clickbeetle

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Re: Making Flamethrowers and cannons
« Reply #30 on: October 17, 2010, 02:41:43 PM »

The problem with balancing cannons is you can't edit their damage or power.  Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it.  So you only have airmaxinoutrate, mass, and HP to work with.


So the material = metal doesn't do anything here?


It only applies to the cannon part, not the ball.

To lack feeling is to be dead, but to act on every feeling is to be a child.
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Offline G.K.

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Re: Making Flamethrowers and cannons
« Reply #31 on: October 17, 2010, 02:44:33 PM »
Ah.
My above post explains everything about everything.

Host of: Wheely Tag, Back To The Beginnings, BTTB 2, BTTB 3, BTTB 4, & BTTB V.

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RA2 Team Championships 1 & 2: Champion (High Speed Train & Upthrust - as part of Naryar's Not Quite Evil Council of Doom)

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Offline GroudonRobotWars

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Re: Making Flamethrowers and cannons
« Reply #32 on: October 17, 2010, 03:41:21 PM »
No I got something that would be funny if it got shot out of the cannon HoJ components :D

Offline 123savethewhales

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Re: Making Flamethrowers and cannons
« Reply #33 on: October 29, 2010, 10:35:13 PM »
So aside from setting base = Cannon in the txt, what do I have to do the GMF to have it shoot a projectile?

Offline JoeBlo

Re: Making Flamethrowers and cannons
« Reply #34 on: October 30, 2010, 02:17:14 AM »
you need 2 objects inside the GMF and no doubt an extra piece of GMF like how the axles have to attach the 2 pieces together

best way would be to take the original cannon and substitute the objects with others.

Offline 123savethewhales

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Re: Making Flamethrowers and cannons
« Reply #35 on: October 30, 2010, 05:09:15 PM »
Humm okay thanks I will try that.

Offline 123savethewhales

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Re: Making Flamethrowers and cannons
« Reply #36 on: October 30, 2010, 08:07:08 PM »
So now that I got the object ported in, how do I fix the facing?

Offline Clickbeetle

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Re: Making Flamethrowers and cannons
« Reply #37 on: October 30, 2010, 08:12:28 PM »
The ball always fires in the same direction from the same point, so you need to rotate/move the cannon object to match.  The easiest way is to adjust the TM_ROWs in the RBCollection (Serge has a good tutorial on those somewhere).


Also,


So aside from setting base = Cannon in the txt, what do I have to do the GMF to have it shoot a projectile?


The cannon object needs to be named "cannon" and the projectile object needs to be named "ball".  You may also need collision mesh named "cannon_collision" and "ball_collision", but I'm not sure.  And that's all you need.

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Offline J

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Re: Making Flamethrowers and cannons
« Reply #38 on: October 30, 2010, 08:16:07 PM »
If TC is making cannons.....
.........
Cow cannon please?

Offline 123savethewhales

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Re: Making Flamethrowers and cannons
« Reply #39 on: October 30, 2010, 08:19:16 PM »
The ball always fires in the same direction from the same point, so you need to rotate/move the cannon object to match.  The easiest way is to adjust the TM_ROWs in the RBCollection (Serge has a good tutorial on those somewhere).


Also,


So aside from setting base = Cannon in the txt, what do I have to do the GMF to have it shoot a projectile?


The cannon object needs to be named "cannon" and the projectile object needs to be named "ball".  You may also need collision mesh named "cannon_collision" and "ball_collision", but I'm not sure.  And that's all you need.

I used the TM Row.......  It doesn't work.  Changed from 100, 010, 001 to, 001, 100, 010.  It looks right on the preview, but when I actually attach the part it still shoots the same direction as before.  The attachment point also looks mess up with this.

Also used TM_Row 3 to change the height, that also doesn't work........  Everything is nicely attached until I fire it.  Then the second shot fires at the same place as if I didn't do anything to TM_Row 3

While I couldn't get the cannon to work, I did however logged the TM for all 6 facing relative to 100, 010, 001.
« Last Edit: October 30, 2010, 10:03:35 PM by 123savethewhales »