{WIP 80%} Rocket's Wookiee Side Assets

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ROCKET
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Re: {WIP 50%} Rocket's Wookiee Side

Post by ROCKET »

Thanks for all the comments/compliments, guys. I really appreciate them.

DarkDuck:
The Rocket Launcher is supposed to be big and Wookiee-sized, but I have been thinking of shrinking it a little. And I agree that it's texturing still needs work.

Achronos:
I'm using this side in place of the Republic Clone side. But in my eventual map, I'll include Clones as a local, allied, non-playable side.

Trainmaster:
Here's what I've been doing as far as weapon parameters. I'm trying to make game play interesting by altering the parameters somewhat in each class. I think it's a little boring to have a rifle or a rocket work the same way no matter what faction you're playing. I'm trying to look at all the delay times and damages to get a total damage rate. I'm not quite sure that I'm calculating everything right, especially for weapons that use heat rates instead of clip sizes.

(Updated 12/12)
Image

Also, here's a page with links to Wookiee weapons, for those interested:
http://starwars.wikia.com/wiki/Category:Wookiee_weapons

And finally, big Wookiees don't just drop Time Bombs... they chuck 'em! Hehehe.
Image

Image
Last edited by ROCKET on Thu Dec 13, 2007 12:06 am, edited 1 time in total.
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Re: {WIP 50%} Rocket's Wookiee Side

Post by trainmaster611 »

That's very interesting. I never thought of putting the parameter values through a series of functions to get a damage rate :|

I assume you know how to make your own effects too?
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Re: {WIP 50%} Rocket's Wookiee Side

Post by MandeRek »

Wow ROCKET this is far better than i expected!!! These Wookiees are great! (though is hate wookiees) Very good you changed parameters for the weapons, this makes them more special!
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Re: {WIP 50%} Rocket's Wookiee Side

Post by ROCKET »

Thanks, guys. But no, trainmaster, I haven't played around with the Particle Editor yet. I hope to eventually. I've done a little NotePad editing, but mainly I'm just swapping around the asset effects. See below for a problem I'm having.

Here's where I'm at so far with the weapon ordanances. I'm going mainly for yellows and oranges, since in my mind they seem to fit.

Side Arm:
Image

Carbine:
Image

Rocket Launcher (adios Droideka!):
Image

Kashyyyk Long Gun:
Image

Slugthrower:
Still Adjusting. Will Update.

Disruptor:
Image

I'm trying to use the Bothan disintegration effects for the disruptor. The impact effect, as seen above, works fine. But killed units die normally instead of properly fading away.

Here's the ord file:

Code: Select all

[OrdnanceClass]
ClassLabel          	= "bolt"

[Properties]
LaserTexture        	= "com_sfx_laser_yellow"
LaserGlowColor      	= "200 190 100 100"
LightColor          	= "250 240 200 150"
LightRadius         	= "6.0"

LaserLength         	= "10.0"
LaserWidth          	= "0.3"
GlowLength          	= "12"
BlurLength          	= "15"

LifeSpan            	= "1.0"
Velocity            	= "250.0"
Gravity             	= "1.0"
Rebound             	= "0.0"

MaxDamage           	= "400.0"
DamageTransitionDelay   = "0.2"     //How long in seconds before the damage change begins.
DamageTransitionPeriod  = "0.1"     //How long in seconds the damage change lasts.
DamageFinalDamage       = "50.0"    //What the damage would be at the end of the transition period.  A negative value means that no change is applied.
FadeLightColor          = "1"       //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor       = "125 125 250 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor           = "150 150 250 150" //What color light will be applied by the end of the transition.  Varies over DamageTransitionPeriod.

VehicleScale        	= "1.0"
ShieldScale         	= "1.0"
PersonScale         	= "1.0"
DroidScale          	= "1.0"
BuildingScale       	= "1.0"

ExplosionName           =  "rkt_wok_weap_disruptor_exp"

OrdnanceSound   	= "com_weap_inf_ord_hum_sm"
CollisionSound  	= "imp_weap_ord_exp"

AffectFriends = "1"  // default is 1. should the ordnance affect friends. 
AffectEnemies = "1"  // default is 1. should the ordnance affect enemies. 

PlayEffectOnOwnerAimer = "com_sfx_weap_incinerate_ord"

SmolderEffectTimer = 1.5

SmolderEffect = "com_sfx_inf_damage_disintergrate"
SmolderBone = "bone_l_forearm"

SmolderEffect = "com_sfx_inf_damage_disintergrate"
SmolderBone = "bone_r_forearm"

//SmolderEffect = "com_sfx_inf_damage_disintergrate"
//SmolderBone = "bone_ribcage"

SmolderVanishDeath = "1"

BonusAmplification  = "0.25"				//how much more damage will be done when team_bonus_blaster_amplication is on

And the exp odf:

Code: Select all

[ExplosionClass]

ClassLabel          = "explosion"    

[Properties]
//WaterEffect       = "com_sfx_watersplash_md"

Effect              = "com_sfx_weap_incinerate_ord_exp"
//Effect              = "com_sfx_weap_emp_exp_lg" 
WaterEffect 	    = "com_sfx_watersplash_lg" 

Push 		    = "5.0"
PushRadiusInner     = "2.0"
PushRadiusOuter     = "4.0"

Damage              = "500.0"
DamageRadiusInner   = "1.0"
DamageRadiusOuter   = "3.0"

Shake 		    = "0.25"
ShakeLength	    = "0.50"
ShakeRadiusInner    = "3.0" 
ShakeRadiusOuter    = "6.0"

LightColor          = "250 240 150 150"
LightRadius 	    = "10.0"
LightDuration 	    = "1.0"

VehicleScale        = "1.0"
ShieldScale         = "0.1"
PersonScale         = "1.0"
DroidScale          = "1.0"
AnimalScale         = "1.0"

AffectFriends       = "1"  // default is 1. should the ordnance affect friends. 
AffectEnemies       = "1"  // default is 1. should the ordnance affect enemies. 

PlayEffectOnOwnerAimer = "com_sfx_weap_incinerate_ord"

SmolderEffectTimer  = 1.5

SmolderEffect       = "com_sfx_inf_damage_disintergrate"
SmolderBone         = "bone_l_forearm"

SmolderEffect       = "com_sfx_inf_damage_disintergrate"
SmolderBone         = "bone_r_forearm"

//SmolderEffect     = "com_sfx_inf_damage_disintergrate"
//SmolderBone       = "bone_ribcage"

SmolderVanishDeath  = "1"


SoundProperty       = "com_inf_disintegrate"
I added the "SmolderVanishDeath" code to both the ord and the exp, hoping one of them would make it happen. But no luck. Any ideas for how to make it work?
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Re: {WIP 50%} Rocket's Wookiee Side

Post by Maveritchell »

Droids have something like a 60% chance of exploding when they die. It's not a function of the weapon hitting them, it's a function of their .odfs. You'd have to edit the droid .odfs to get them to not explode.
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Re: {WIP 50%} Rocket's Wookiee Side

Post by ROCKET »

Good point. I think I found the "ChunkFrequency" that you describe. But that still doesn't explain why the 40% of non-exploding droids just fall down dead instead of fading away. I don't know, maybe taking the push out of the exp file will help?
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Re: {WIP 50%} Rocket's Wookiee Side

Post by Snork »

How does the rocket launcher fire? is it Dann Boeing style, or does it fire like 3 rockets and then you have a long reload?
Best way to ruin a great side is overpower the rocketeers.


Code: Select all

SmolderVanishDeath = "1"
put that in the ord
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Re: {WIP 50%} Rocket's Wookiee Side

Post by ROCKET »

Snork, the SmolderVanishDeath line already is in the ord file. And currently, the rocket launcher fires a rapid salvo of 5 rockets and then a long reload. It's a lot of power, but you only have 3 shots before you're out of ammo. How does that sound?

And speaking of the rocket launcher, I started trying to re-skin it (as suggested earlier) to make it more like the version in RC. Tell me what you think:
Image

Also, here are the unit stats that I mentioned earlier:
Image

And finally, I figured out what I was doing wrong in the damage rate calculation for heat-build-up type weapons. The earlier figure is updated.
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Re: {WIP 50%} Rocket's Wookiee Side

Post by TheDarkMask »

Please:
Can you release the weapons. They are awesome :eek:

:runaway: :runaway: :runaway:
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Re: {WIP 50%} Rocket's Wookiee Side

Post by MandeRek »

Man, you just elevated those :quotes: Wookiees to real battle-beasts!!! Can't wait to play... Really! This is so....unexplainable sweet!!!!
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Re: {WIP 50%} Rocket's Wookiee Side

Post by ROCKET »

Thanks again, MandeRek. And don't worry, DarkMask! I will!

But on to my next issue... Localization.

As you can see on the unit selection screens, I got the unit odfs called out in the Entity section and the weapon odfs called out in the Weapons section. But I also want to have unique names available for each bot. I see how it's done under the Common, Sides folder for the standard sides, but I can't get it to work for my new rkw side (stands for RocKet's Wookiees).

I've tried adding SetTeamName (1, "rkw") to the lua and I was able to localize the side as you would for locals, under the level, map_id folder. But that gives the same name for each bot. Can anyone explain how to get the info added correctly under the Common, Sides section?
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Re: {WIP 50%} Rocket's Wookiee Side

Post by TheDarkMask »

ROCKET wrote:Thanks again, MandeRek. And don't worry, DarkMask! I will!
THANKS!!!!

And: Do you mean the names of the weapons?

-TheDarkMask
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Re: {WIP 50%} Rocket's Wookiee Side

Post by MandeRek »

I think you need to call something in the lua, and this has to be localized. If this is an side mod, you can't do it. If this will be in a map, you can...


That above is what i think, do not truly no for sure ^^
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Re: {WIP 50%} Rocket's Wookiee Side

Post by Achronos-117 »

Know if only we had a better wookie model......
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Re: {WIP 50%} Rocket's Wookiee Side

Post by MandeRek »

You mean the Wookiee itself?
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Re: {WIP 50%} Rocket's Wookiee Side

Post by Achronos-117 »

Yep
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Re: {WIP 50%} Rocket's Wookiee Side

Post by MandeRek »

ROCKET, i could make an Addon msh which profites something for a Wookiee Elder
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Re: {WIP 50%} Rocket's Wookiee Side

Post by ROCKET »

What do you have in mind, MandeRek? Some sort of helmet or body armor? And what about you, Achronos... what would define a "better" Wookiee model for you?

Well, I still haven't figured out my common/sides localization question. But I HAVE made some progress in getting some Wookiee melee weapons!

Introducing the Wookiee Blade Stick:
Image

Image

And I made a Ryyk Blade as well:
Image

Image

I'm currently giving these half the damage values of a lightsaber. And they're fun! At first, they made the grenades and time bombs stop working. But then I made sure they were called out in the unit odf before the melee weapon, and now it works fine. I'm giving the Ryyk Blade to the Warrior, Elder, and Chieftan. I gave the Blade Stick only to the Commando. For the Rocketeer and Mechanic, I'm going to make some sort of punch, push, or swipe (probably from the Wampa).
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Re: {WIP 50%} Rocket's Wookiee Side

Post by Achronos-117 »

I don't know how to explain.....it just doesnt look right.
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Re: {WIP 50%} Rocket's Wookiee Side

Post by TheDarkMask »

Not right? I think they are right. They are the warrior from Kashyyyk, right?

-TheDarkMask/HeadShot <Signatures aren't allowed - GT Staff
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