gametechmods

Robot Arena => Modifications => Topic started by: The Marionette Man on October 11, 2010, 05:23:06 PM

Title: Making Flamethrowers and cannons
Post by: The Marionette Man on October 11, 2010, 05:23:06 PM
Anybody know how to make these with 3ds Max? (Perferrably 8)?
Title: Re: Making Flamethrowers and cannons
Post by: MassimoV on October 12, 2010, 07:55:58 PM
No need to my friend, enter cheatbot2 in the bot's name space after downloading the RA2 1.3 patch. They are not very good but there are better flamethrowers in DSL2.
Title: Re: Making Flamethrowers and cannons
Post by: Naryar on October 13, 2010, 02:20:49 AM
No need to my friend, enter cheatbot2 in the bot's name space after downloading the RA2 1.3 patch. They are not very good but there are better flamethrowers in DSL2.

That's not what he's asking :P

I have no idea, though you should try decompiling a flamethrower GMF and find the flamethrower-related part and see how it works.
Title: Re: Making Flamethrowers and cannons
Post by: somestrangeguy on October 13, 2010, 04:20:58 AM
I think I read somewhere that all the other flamethrowers and cannons are made by modifying the origional ones, because no-one could figure out how to make them from scratch.
Do note that my memory isnt good and information is very out of date.
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo on October 13, 2010, 04:54:25 AM
I know cannons need all parts in the one GMF.. thats about it (have made about 1 in my lifetime and it was my modding another :P)

Flamethrowers on the other hand need nothing special in the GMF, you can make any object a flamethrower, the key to the fire part is all set out in the text file
Title: Re: Making Flamethrowers and cannons
Post by: Naryar on October 13, 2010, 05:25:08 AM
Flamethrowers on the other hand need nothing special in the GMF, you can make any object a flamethrower, the key to the fire part is all set out in the text file

So the side it breathes fire from is already set up in the exe (1,0,0) ?

Any object can be made a flamethrower... o wait FLAMING RAZORS !
Title: Re: Making Flamethrowers and cannons
Post by: somestrangeguy on October 13, 2010, 05:31:50 AM
:O
Flame mod!
EVERYTHING shoots fire!
Title: Re: Making Flamethrowers and cannons
Post by: Naryar on October 13, 2010, 05:35:18 AM
:O
Flame mod!
EVERYTHING shoots fire!

Then we will have nothing but flamethrowers. No motors, no batteries, etc. If you change base to flamethrower, it WILL shoot fire but do nothing else.

Even the weapons are hard to balance because concussion and piercing values in a flamethrower's .txt doesn't work. You have to use material=metal to make it deal damage, and we don't know how much material=metal is balanced compared to concussion and piercing values.
Title: Re: Making Flamethrowers and cannons
Post by: somestrangeguy on October 13, 2010, 05:36:51 AM
Damn... Could have worked...
Title: Re: Making Flamethrowers and cannons
Post by: Naryar on October 13, 2010, 05:42:09 AM
Well, I do think a flame mod could be possible with all static components (weapons, extenders, armor, etc) spitting fire, but we should balance the weapons and forget about piercing and concussion.
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo on October 13, 2010, 06:07:15 AM
So the side it breathes fire from is already set up in the exe (1,0,0) ?

Any object can be made a flamethrower... o wait FLAMING RAZORS !

yes and if nothing is set in the text the flame will just Emmit from the same point in every arena (center in most) thats how I made my remote flamer

:O
Flame mod!
EVERYTHING shoots fire!

heck I will spill the beans here... the first expansion for Backlash will be Projectiles and Fire  :gawe:
Title: Re: Making Flamethrowers and cannons
Post by: Madiaba on October 13, 2010, 09:05:43 AM
As Joe rightly noted any object can be made a cannon or flamethrower.
Basically(very),
What make an object a flamethrower/cannon is set in the txt(where the exe gets the info).
What dictates its firing location+direction is in the gmf (geomobject's coordinates).
 
 
 
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo on October 13, 2010, 09:09:13 AM
What dictates its firing location+direction is in the gmf (geomobject's coordinates).

I havent made any of this stuff from scratch myself but when I said it was set in the GMF I was corrected by Trov I believe saying it was all the text file  :question:
Title: Re: Making Flamethrowers and cannons
Post by: Naryar on October 13, 2010, 09:12:49 AM
So you can make razor cannons as well ? AWESOME !
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo on October 13, 2010, 09:25:33 AM
yes I am already working on it :P along with an Iron one and a pole spike one (styles)
Title: Re: Making Flamethrowers and cannons
Post by: Madiaba on October 13, 2010, 09:45:21 AM
Good work, Joe.

Here's a sample Mace-Cannon (using Sage's multifaceted maces):
https://gametechmods.com/uploads/files/Emace_iator.rar (https://gametechmods.com/uploads/files/Emace_iator.rar)
Title: Re: Making Flamethrowers and cannons
Post by: The Marionette Man on October 13, 2010, 09:47:17 AM
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.
Title: Re: Making Flamethrowers and cannons
Post by: Thyrus on October 13, 2010, 09:56:32 AM
It would be funny if there was a cannon that fires random components :P
Title: Re: Making Flamethrowers and cannons
Post by: Naryar on October 13, 2010, 10:05:51 AM
I was thinking making a longer flame, or a fire extinguisher shoot the.....stuff.

Longer flames are possible by special py. Or putting your flamer on flails.

It would be funny if there was a cannon that fires random components :P

Probably not possible.
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo on October 13, 2010, 10:24:50 AM
random is probably not possible but I did think of making one that shoots something funny :P

like ballasts, letter F's or SFTW's
Title: Re: Making Flamethrowers and cannons
Post by: Thyrus on October 13, 2010, 10:26:34 AM
Shooting SFTW = WIN :D
Title: Re: Making Flamethrowers and cannons
Post by: Scorpion 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?
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo 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.
Title: Re: Making Flamethrowers and cannons
Post by: Scorpion 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:
Title: Re: Making Flamethrowers and cannons
Post by: Clickbeetle 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.
Title: Re: Making Flamethrowers and cannons
Post by: GroudonRobotWars 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
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo 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
Title: Re: Making Flamethrowers and cannons
Post by: G.K. 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?
Title: Re: Making Flamethrowers and cannons
Post by: Jo Cheffly on October 16, 2010, 06:54:10 PM
Hamburger!
Title: Re: Making Flamethrowers and cannons
Post by: Jonzu95 on October 17, 2010, 04:52:49 AM
eh?
Title: Re: Making Flamethrowers and cannons
Post by: Clickbeetle 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.
Title: Re: Making Flamethrowers and cannons
Post by: G.K. on October 17, 2010, 02:44:33 PM
Ah.
Title: Re: Making Flamethrowers and cannons
Post by: GroudonRobotWars 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
Title: Re: Making Flamethrowers and cannons
Post by: 123savethewhales 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?
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo 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.
Title: Re: Making Flamethrowers and cannons
Post by: 123savethewhales on October 30, 2010, 05:09:15 PM
Humm okay thanks I will try that.
Title: Re: Making Flamethrowers and cannons
Post by: 123savethewhales on October 30, 2010, 08:07:08 PM
So now that I got the object ported in, how do I fix the facing?
Title: Re: Making Flamethrowers and cannons
Post by: Clickbeetle 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.
Title: Re: Making Flamethrowers and cannons
Post by: J on October 30, 2010, 08:16:07 PM
If TC is making cannons.....
.........
Cow cannon please?
Title: Re: Making Flamethrowers and cannons
Post by: 123savethewhales 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.
(http://i895.photobucket.com/albums/ac159/123savethewhales/tm_log.jpg)
Title: Re: Making Flamethrowers and cannons
Post by: 123savethewhales on October 30, 2010, 11:39:57 PM
So with TM_ROWs in the RBCollection not working (has anyone gotten this to work for cannons before?), I went in and change all the MESH_VERTEX by swapping the X with the Z (so it turns 90 degrees), and adding a fix number to Y (to raise it up).  Also fix up all the Attachment points, but it's done now so I can claim I made a cannon before.
Title: Re: Making Flamethrowers and cannons
Post by: Clickbeetle on October 30, 2010, 11:54:59 PM
Ah yes, I had a feeling it might do that but I wasn't sure since it's been a while since I made a cannon.  I guess TM_ROWs don't work for adjusting cannons.  You need to edit the actual mesh, like you already did.
Title: Re: Making Flamethrowers and cannons
Post by: 123savethewhales on October 31, 2010, 01:19:43 AM
Another problem I notice is how the cannon doesn't actually fires, but just falls to the ground sometimes.  This seen to happen not just with my cannon, but other cannons as well.  Any way to fix this?
Title: Re: Making Flamethrowers and cannons
Post by: Clickbeetle on November 06, 2010, 08:50:42 PM
I don't even know what causes that, much less how to fix it.  It seems to happen more frequently the more cannons you have on your bot though.  I've noticed it more often with the laser rifle than with the grape crate or the stock cannon.
Title: Re: Making Flamethrowers and cannons
Post by: ACAMS on November 07, 2010, 01:54:35 AM
Custom flame throwers and cannons are impossible in RA2
 
Title: Re: Making Flamethrowers and cannons
Post by: GoldenFox93 on November 07, 2010, 08:05:28 AM
Just had a thought...what if there was a cannon that fired these? -  :SFTW
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo on November 07, 2010, 08:08:08 AM
myself, Madiaba and sage started making a BOTM entry for the last anything goes BOTM that did that such thing

it was going to be an aircraft carrier warship that had SFTW's on board and a cannon that fired them down the run way :P

time wasn't our friend though
Title: Re: Making Flamethrowers and cannons
Post by: The Marionette Man on November 07, 2010, 09:03:21 PM
I guess it seems that no one actually knows how huh?
Title: Re: Making Flamethrowers and cannons
Post by: 123savethewhales on November 07, 2010, 11:56:41 PM
If someone turn SFTW into a GMF, porting it into a cannon should be pretty easy.
Title: Re: Making Flamethrowers and cannons
Post by: Naryar on November 08, 2010, 03:48:44 AM
If someone turn SFTW into a GMF, porting it into a cannon should be pretty easy.

SFTW component in the BBEANS AI pack ?
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo on November 08, 2010, 05:41:12 AM
Correct.. thats what we started doing..
Title: Re: Making Flamethrowers and cannons
Post by: Scorpion on November 12, 2010, 01:38:46 PM
So the side it breathes fire from is already set up in the exe (1,0,0) ?

Any object can be made a flamethrower... o wait FLAMING RAZORS !

yes and if nothing is set in the text the flame will just Emmit from the same point in every arena (center in most) thats how I made my remote flamer
Slight bump, but I have to ask how (or if) you can set or edit the values for the flame emmiter points on a component.
Title: Re: Making Flamethrowers and cannons
Post by: Naryar on November 13, 2010, 07:04:10 AM
Read the thread whole and you shall find what you seek
Title: Re: Making Flamethrowers and cannons
Post by: Clickbeetle on November 13, 2010, 04:44:11 PM
myself, Madiaba and sage started making a BOTM entry for the last anything goes BOTM that did that such thing

it was going to be an aircraft carrier warship that had SFTW's on board and a cannon that fired them down the run way :P

time wasn't our friend though


HAHAHA that sounds awesome.  How far did you end up getting?  I'm not sure if a SFTW cannon would work, since it's composed of four separate objects connected by hinges.  It might be necessary to merge them into one.
Title: Re: Making Flamethrowers and cannons
Post by: Stagfish on November 13, 2010, 04:45:43 PM
Maybe SFTW guards that go back and forth on servo pistons?
Title: Re: Making Flamethrowers and cannons
Post by: JoeBlo on November 14, 2010, 01:51:58 AM
How far did you end up getting?

I made the big pieces of the ship and Sage sent me hex codes to make a shiny silver metal looking color..

thats about it... :P

we might band back together one of these days and finish what we started..