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Crusader AA idea
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Topic: Crusader AA idea (Read 7694 times)
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XIIcorps
Donator
Posts: 2558
Crusader AA idea
«
on:
May 25, 2014, 05:33:13 am »
Just thinking would it hurt to trial next patch making the crusader
Have twin 20mm
Stuart armor
Crom Hp
I say this because tbh im bored the super quad it has, and thought maybe we can trial a different take on it.
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Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
nikomas
Shameless Perv
Posts: 4286
Re: Crusader AA idea
«
Reply #1 on:
May 25, 2014, 05:45:53 am »
Someone needs to fiddle with the model so it uses Puma tracers, I've been wanting to do this for a long time myself.
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"You can always count on Americans to do the right thing—after they've tried everything else."
Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
XIIcorps
Donator
Posts: 2558
Re: Crusader AA idea
«
Reply #2 on:
May 25, 2014, 05:47:36 am »
Quote from: nikomas on May 25, 2014, 05:45:53 am
Someone needs to fiddle with the model so it uses Puma tracers, I've been wanting to do this for a long time myself.
cant you change that on the weapon.lua side of things ? like change the projectile it uses.
Or do you have to do it through object editor and edit the FX of the weapon ?
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nikomas
Shameless Perv
Posts: 4286
Re: Crusader AA idea
«
Reply #3 on:
May 25, 2014, 05:52:37 am »
Quote from: XIIcorps on May 25, 2014, 05:47:36 am
cant you change that on the weapon.lua side of things ? like change the projectile it uses.
Or do you have to do it through object editor and edit the FX of the weapon ?
All tests I've done tell me you have to do tracers via the object editor, that's how it seemed to me last I tried this.
I don't have object editor by the way.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Crusader AA idea
«
Reply #4 on:
May 25, 2014, 07:51:50 am »
Do you mean the projectile that comes out of the gun? That's all done in RGD's, you could make it fire churchills if you wanted
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aeroblade56
Development
Posts: 3871
Re: Crusader AA idea
«
Reply #5 on:
May 25, 2014, 07:57:10 am »
Quote from: Mister Schmidt on May 25, 2014, 07:51:50 am
Do you mean the projectile that comes out of the gun? That's all done in RGD's, you could make it fire churchills if you wanted
i think it looks odd.
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Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
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nikomas
Shameless Perv
Posts: 4286
Re: Crusader AA idea
«
Reply #6 on:
May 25, 2014, 08:47:07 am »
Quote from: Mister Schmidt on May 25, 2014, 07:51:50 am
Do you mean the projectile that comes out of the gun? That's all done in RGD's, you could make it fire churchills if you wanted
Out of curiosity, have you ever tried making a tank fire gun fire non-projectile tracers? Tracers are not projectiles, you're thinking of projectile entities and it's true you can make a lot of stuff projectiles.
I mean, the reason I'm saying is cause I've tried and failed doing this in pure RGD
«
Last Edit: May 25, 2014, 08:51:22 am by nikomas
»
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aeroblade56
Development
Posts: 3871
Re: Crusader AA idea
«
Reply #7 on:
May 25, 2014, 09:03:13 am »
Quote from: nikomas on May 25, 2014, 08:47:07 am
Out of curiosity, have you ever tried making a tank fire gun fire non-projectile tracers? Tracers are not projectiles, you're thinking of projectile entities and it's true you can make a lot of stuff projectiles.
I mean, the reason I'm saying is cause I've tried and failed doing this in pure RGD
Is it possible to make them shoot mortar shells.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Crusader AA idea
«
Reply #8 on:
May 25, 2014, 09:25:21 am »
I'm not sure I follow, what do you mean by tracer? Been so long since I've had anything to do with that stuff!
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nikomas
Shameless Perv
Posts: 4286
Re: Crusader AA idea
«
Reply #9 on:
May 25, 2014, 09:41:56 am »
Quote from: Mister Schmidt on May 25, 2014, 09:25:21 am
I'm not sure I follow, what do you mean by tracer? Been so long since I've had anything to do with that stuff!
Tracers are the "bright line" fx you see fired from small arms, MG's and 20mm puma/wirbel guns. They are not projectiles, calling them effects or animations would be more appropriate, and they do not have many of the properties a projectile does.
Projectiles are things like tank shells, grenades and shells. They are real physical "objects" in the game and can have may stats like speed, angle and explison radius attached to them that can easilly be adjustible.
You follow?
Quote from: aeroblade56 on May 25, 2014, 09:03:13 am
Is it possible to make them shoot mortar shells.
I can make them shoot anything from grenades to mauses in RGD's, just not tracers (like the puma gun)
Ideally, if someone could adjust both the PzII and CwAA to fire 20mm tracers that would be the best, at least from my point of view.
«
Last Edit: May 25, 2014, 09:45:20 am by nikomas
»
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Crusader AA idea
«
Reply #10 on:
May 25, 2014, 11:17:49 am »
Oh I get what you mean, I didn't even realise the puma worked that way tbh, you'd have to assume it's RGD related though, considering small arms work that way
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nikomas
Shameless Perv
Posts: 4286
Re: Crusader AA idea
«
Reply #11 on:
May 25, 2014, 11:40:13 am »
Quote from: Mister Schmidt on May 25, 2014, 11:17:49 am
Oh I get what you mean, I didn't even realise the puma worked that way tbh, you'd have to assume it's RGD related though, considering small arms work that way
Small arms don't use projectiles
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Crusader AA idea
«
Reply #12 on:
May 25, 2014, 11:57:27 am »
That's what I mean, the puma gun is just a gun, there must be something associated with it and small arms that makes it work that way
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nikomas
Shameless Perv
Posts: 4286
Re: Crusader AA idea
«
Reply #13 on:
May 25, 2014, 12:46:56 pm »
Quote from: Mister Schmidt on May 25, 2014, 11:57:27 am
That's what I mean, the puma gun is just a gun, there must be something associated with it and small arms that makes it work that way
Yeah, special effect/fx markers in the object editor is what I think they're called, they're not entierly RGD.
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Scotzmen
EIR Veteran
Posts: 2035
Re: Crusader AA idea
«
Reply #14 on:
May 26, 2014, 08:05:27 am »
Throwing my 2 cents in.
The FX you see are determined by the RGO file, which hosts the models many states of animation.
So if the unit is idle, ingame it will play the idle animation, if firing, it will play the animations required for aiming, firing recoil etc.
FX is also tied into this, as the firing state will tell it which FX file to use. All you'd have to do is to open up object editor and edit it.
Or, i can't remember if you can change it in the RGDS. In dawn of war you could of, but that was so much simpler in terms of coding. COH is more advanced.
Quote from: nikomas on May 25, 2014, 12:46:56 pm
Yeah, special effect/fx markers in the object editor is what I think they're called, they're not entierly RGD.
markers are model related, they are apart of the model, being attached from anything from gun barrels, to vehicles tracks. The FX is a kind of GIF file, which uses images to simulate whatever, then the FX file is just attached to the right marker. Object editor is just a tool to set diffrent states for the model in diffrent environments and situations.
Fuck yeah.
«
Last Edit: May 26, 2014, 08:08:15 am by Scotzmen
»
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nikomas
Shameless Perv
Posts: 4286
Re: Crusader AA idea
«
Reply #15 on:
May 26, 2014, 08:46:31 am »
Object editor was never my thing
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nikomas
Shameless Perv
Posts: 4286
Re: Crusader AA idea
«
Reply #16 on:
May 27, 2014, 06:46:24 pm »
Trough joint Xeo(obeditor)/Niko(rgd) effort...
http://www.twitch.tv/edraii/c/4342015
<--- bet quality
https://www.youtube.com/watch?v=DA-sCx_KciY
<--- Shittier quality export
TEASE TEASE
(work in progress and subject to change, but had to put that bit out there because it looks cool)
«
Last Edit: May 27, 2014, 08:25:08 pm by nikomas
»
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XIIcorps
Donator
Posts: 2558
Re: Crusader AA idea
«
Reply #17 on:
May 27, 2014, 07:44:56 pm »
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