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#1
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I put it in the "later if possible" section because I thought there might be issues with boss spawnpoints (spawning 3x the final boss....not good) but apparently I have plenty of choice to avoid that, like:
-editting the level itself: open .CSpawnPoint files, add mobs. -putting a(n adjustable?) factor in CSpawnPoint.lua ,using the o.IsBoss variable not to have serious boss troubles...and pray that the devs set up correctly the isboss variable... But atm I'm barely over with fixing the camera code (I'm not sure having game.lua turning/placing the cam is the most architecturaly correct, but it's better than the heap of spegettis the devs wrote (BTW lol@ ax = math.mod(math.pi*2 + math.mod(ax,math.pi*2),math.pi*2) ). While I'm at it, I have a question: When you aim down (or up) you can't go lower(or higher) than a certain angle. The question is: Do I keep that or not? 'Coz I don't see why I couldn't aim at my feet... |
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#2
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Thinking SSam, why not? I could totally picture jumping/flying over a sea of zombies and give my blessing to them from above.
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#3
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Jumping: ok if that's from a cliff
Flying: err...we have a cheat to fly? Hovering: I know vampsmg has quite some push. I know 2 of those should have twice the push, BUT aiming at the ground and firing 2 vampsmg is NOT going to make you hover above zombies. Ofc if someone were to patch CWeapon:CamUpWhenShoot so that it used ENTITY.PO_AccumulateRotation(entity,hitpointX,hitp ointY,hitpointZ,SpeedOrForceX,SpeedOrForceY,SpeedO rForceZ) and implement a damage-to-force-conversion (no forgetting "recoiless" rockets) then PERHAPS such such side-effects COULD happen. |
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#4
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I did not mean the rocket-jump. I mean from a cliff, an elevated position, or from the ground (extra high jumps are enabled in Armour of God at least
I that a hint for a modder or a dev? |
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#5
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for a modder. Devs chose to tilt the camera upward of an angle defined hand, which is ok/common in most fps.
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#6
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MadMan's Mess v0.2 out! First post updated.
1-ztorm (or any other tripleheader), could you tell me how the weapons look like in 3head mode (effects, shrink, etc...)? 2-For some thechnical reasons, I really want to split the dual heavy MG into two one-handed weapons (so you could wield a HMG and a shovel for example). Any objections? 3-In my attempt to make a fov fix I had to remove the GunPass, which first forced meto write a weapon pullback code (took me a lot of time) and second screwed the weapon positions so they seemed farther from the screen. I roughtly fixed the positions, but I'd appreciate if someone could fine(r)-tune them. 4-I'm still looking for fellow modders willing to help me. Anyone there? |
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#7
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MadMan's Mess v0.3 out! First post updated.
I didn't touch the dual HMG for now,I'm still thinking about it... As for the spawn factor, it's 2 for now as a proof of concept, but I'll make it adjustable (1,2,3,4,5,10,100 settings?) The triplehead fix hasn't been tested for now. Can someone with 3 screens tell me if it work?? v0.3 known bugs: -weapons sometimes "flickering" when you get close to an obstacle <-fixed in v4 -during some charge animation, we can see that part of the player arm is missing. -some cloned ennemies (see spawnpoint tweak) that have special scripts (probably cutscene-related) have a dumb behavior. -I couldn't get rid of the outragious weapon bob. <-fixed in v4 or improved at least -total ammo can still be seen when zooming (but is that a bug or a feature?) Last edited by Gniarf; 05-08-2009 at 12:39 AM. |
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