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Everything posted by Asgarath83
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SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
There is a little crush when Tiefighter use disruptor ray. strange. however i need for moment to suspend the project for bad heal complications. sorry. i will take on my hand when i'll fell better. really, i want also starship's fights into Jedi Academy -.- -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Okay Ai fighter news: when i get sentry AI on the fighter, the fighter chase without shoot. when i get mark AI the fighter shoot without chase. -.- now i put bobafett AI. (like my sithtrooper on ecIV mod ) done change weapon code + movement code (also if fighter fly silly and drunk like a rockettrooper -.- it's normal because for now the flight AI is of the rockettrooper. ) what i need to do know: - create a new weapon system for generating missile directly by fighter, (like sentry and mark1 does) but using weapons like boba fett and using tacticts and changing weapons. (see the fighter with a rifle attacked to a blatser cannon of the cockpit is really ridicolous -.- ) - creating a new fly mode: need to chase enemy \ target flying forward quickly and when is near to fly around like a rocket missile alt fire... not easily to doo. after that i can pass to other problem: the drivable player fighters. - bobbing for fighter idle (mmm, i begin to think that maybe the floating movement of a rockettrooper can be a good step , maybe without movement forward \ back \ left \ right - drivable vehicles option for fighter of TEAM NEUTRAL maybe? become automatically TEAM_PLAYER when player go inside it. - HUD and flyight movement like a tie-fighter vehicle when you fly. - Weapon system like Atst drivable. If have success, after i'll share all the code of this stuff here, so people can easy use for their mods. : ) -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Alpha 6, why are you doing a plastical facial surgery operation to our enemy? Alpha 6 "is the more ugly jedi i ever seen -.- " -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
LOL, for now is sufficient resolve the fighters dilemma... or however doing the best. i hope that if i fail some expert code bring up my code and conclude the works so all community can also enjoy a space battle combat game by JKA : 3 never played to JK, only to JO sorry however i post some screenshot of a tie squadron of six that chase my jedi in noclip mode and shoot with disruptor weapon. now the next step is to fix weapon combat \ switch system. i think the answer lie into MARKs droid code -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
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SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Oh, well, for make good enemy tie fighter NPC... i got to re-rig the tie model on 3d max and rebuild with carcass fighters with human skeleton. this fix the bug that fighter spawn on a terrain. also, i fixed an AI bug and now fighter can purchase the players and they change and switch weapons! they can equip this kind of projectiles: - blaster pistol - blaster - bowcaster - demp2 - concussion - rocket - repeater (alt fire concussion bomb) - flechette. (works also with thermal but a fighter that shoot thermal detonator grenade is really silly to see XDD ) mmmm i think i need to check mark1 AI for fully understand how a fighter can manage multiple weapon shoots in a combat. because this solution spawn weaponmodels on the muzzle flash point of the fighter... not really much good to see. however now i need to fix that: - fighter bobbing when spawn (maybe answer rise in swoops code. i see that when you spawn a swoop he's bobbing if you set hover parameter into vehicle.) - fighter movement like a seeker rocket. (this is nasty! i hope someone can help me! ç_ç ) - fighter weapon AI fix (against not shoot if i am too far shoot only when is close. is not good -.- ) . - fighter resistance to force power (affected by force push \ pull \ lightning, drain, grip.. it's hilarous -.- ) after that i can pass to the other side of problem: a drivable fighter. argh >.< -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
eh, not only, i get a look on they forums and they add a music editor tracks, bypass the cap limit of ships and planets of XWA and also other things, i suppose they hacked the exe of game for avoid some graphic restrictions. the death star, for what i had read, is a custom model. they also modded gfx effects of game... so... is a totally upgrade. a xwa upgrade project like our openjk and ja++ however, because the class_fighter is used by all generic fighters npc i think is better i not hack a custom bounding box on my code work for fix the compenetration of terrain of the fighter. i think today i will re rig the tie fighter for fix the problem. sure is caused by wroong position of origin pivot . i suppose is in center of ship instead of the base of the wings. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Wow!! how the modders do that????!!! D: -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
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SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
however my objective is to reply THIS kind of gameplay if is possible >.< so JKA would finally be a COMPLETE game ! -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Fixed effect of fighter classes today for weapons. because on my mod code every class have custom fx of shoot weapons, projectiles was invisible. now i can see what fighter shoot me.. lool i believe it shoots rockets in the last days and instead was the antimatter concussion beam (stouker concussion rifle) XDDDD this modded version coded is really weird. apparently you get only a strong hit of HP. but after a ten of second you are cover by electrocution and get "poison damage" if health reach zero your body is disintegrated like disruptor and disapperar. cute molecular disgregation of jedi lol now i can focus to weapon changing armament (like boba fett class) i want the more destructive weapons are used in the chasing manouvres and with ranged distances. the blaster weapons, instead, at dogfight shoot distance. so if fighter is far you can be purchased by homing missile. if fighter is close... cannon blasters! another bug is that fighter attack only if jedi is really close at moment. this is Stupid! i need a better enemy targetting detections. (or maybe is better in that way... because so you can freely script with icarus the targets of a fighter in the map...) after theat i need to fix fly assets , origin bug and floating into the spawn and after the enemy AI is ended and i can think to the drivable fighter version. i hope that, if have have success, should possible to someone to do some x wing alliance or rogue squadron 3d mod or remake... i think should be nice : 3 -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
well, for chasing... chasing... only if they reach the player they stop and are in static fly ' round the player shooting without strafing much... like a sentry droid without strafing. yes, should better a moving like a seeker. good idea to see the seeker projectile alt fire code about that. but instead of reach and hit and collide with player need to maintaine safe distance. a seeker AI movement should be nice for fighters for space battles. sorry today i cannot code much. but i tested your idea on NPC.spawn and it not fix nothing about spawn fighter origin problem. by other side, however, it is useful because make the fighter usable and when you got inside it is like pilot an atst. only when you leave the fighter... you become magically an atst i need to work on the part that save and preserve playermodel. however, this is nice. with a team restriction (you cannot enter into an enemy fighter) this can allow the use of a fighter for player. all need to player part of code now is hud, weapon system and fly and drive a fighter like a fighter vehicle. (so i think i need to call AI of fighter_NPC.cpp file i need just to -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Mmmm, i'll copy that on the spawn code of tie fighter and i 'll try what happen. if fix the bug, i will fix code cleaning up by unuseful function for a fighter. i suppose should be the ent->s.radius to fix the collider bounding box. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Thanks for idea. for origin again i have not idea because now i am focus on weapon combat system of foes. PS: okay this can set a loop sound engine for fighter spawn. and also a flag damage only by heavy weapons Origin fighter bug: there is in game some example of origin fix i can use for see how to fix origin of fighter spawning? -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
FIGHTER NPC COMBAT - MOVEMENT AI : 1 spawn NPC: missing again the hover floating of fighter. also if i spawn with width and height correct parms for fighter, fighter spawn with the down part of is body inside the grass \ terrain... it's like a grasscutter giant XD lol. the fighter however is not affected by gravity and if i spawn on air with noclip cheat on my jedi, it spawn on air and is static on the air. not again floating. 2 weapon system: i see the fighter have an issue that avoid to be equipped with WP_THERMAL (redundacy of launching thermal sound). use fine WP_ATST_MAIN, WP_ATST_SIDE and WP_EMPLACED_GUN. i'd like to equip also to other weapons howevers and i want fighter can change the weapons are stored into npc data and use alt fire \ fire attack. 3: make a bomber : the unique way for doing a npc acceptable on JKA is to have the concussion alt fire of WP_REPEATER enabled. this can do the "plasma bombs" of tie bomber and fighters in general. this will be useful for making swamrs of NPC that attack a facility with bombardment and you need to defeat with your fighter or your squadron. for player the bombardment can be nice with WP_DET_PACk too (this weapon not worked never fine on NPC.) . you can place the bombs dropping on objective of a bombardment mission and activate remotely the detonation. it's like kyle 2 and sullust bombardment mission of rogue squadron 3d in that way! i wanna do this weapons for fighters (player and NPC ) BLASTER_PISTOL? (weak blaster fire maybe for rookie pilots ) BLASTER FIRE: standard blaster fire DISRUPTOR: a fighter that shoot disgregations ray will be cool to see and to fight against! (like a star trek dogfights ship) DEMP2: can used for making and E-pulse weapon for destroy of disabled enemy fighter... should replace the ionic cannon. REPEATER: npc weapons for concussion bombs and concussion repeating plasma torpedo maybe. CONCUSSION: strong concussion shoot \ antimatter rocket. explode with huge damage on hulls of enemies. WP_ROCKET_LAUNCHER: absolutely necessary for get seeker torpedo on fighter that can trace and purchase the players. WP_FLECHETTE (maybe a fragmnet weapon that can equival to chaff \ flare defense system of a fighter? ) other weapons: AT_ST_MAIN, ATST_SIDE: strong shoot weapons and proton torpedo for elite fighters and heavy weaponed fighters. WP_EMPLACED_GUN: another fiercy strong weapon. the other SP weapons are not joinable for a fighter concept. Other features: - Rolling \ dodging skills for tie fighters (this i cannot manage alone with AI, i need some expert of fly vectors ) - tactical use \ switch weapon of fighter (like ai_bobafett and the ai i have builded for sith and sithtrooper for RJA Epic challenge mod ) - self regenerating shield\armor of fighter. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ FIGHTER AS PLAYERMODEL - make a fighter usable if is on team_player? maybe so player can activate and go inside like a "fighter drivable vehicle" - a fighter version flying of atst drivable weapon that need to move EXACTLY like tie-fighter vehicle - radar icon hud to draw when you enter in fighter and disapper when you leave the fighter. maybe also change crosshair forms? (this is hard to do) - fighter weapons system. (should work like toggleatstweapon features. so you can use weapons stored on NPC data of your fighter ) - self regenerating shield\armor of fighter for player (because you cannot use force heal for heal the fighter in combat ) FOR BOTHS: - saber resistance of fighters. already done. is more resistance of an hazardtrooper really you you can kill a fighter jumping on top and cutting with saber? good luck. too easy and cheap fight. (cortosis hull for starships ) use strong weapons like concussion or rocket launcher or an eweb emplaced should be the unique way of destroy this opponent for a jedi on ground. i guess in future will add also a lot of blaster \ light blaster weapons resistance but is pretty easy to do in g_combat so i take this task for last. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
mmm not much good for a fighter... better an half way between sentry AI and ATST AI. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
https://s13.postimg.org/jsc875jvb/Tietest3.jpg equiped fighter with emplaced gun weapon for test purpouse. (the effect is modded by me, is normal is not a true green laser ) -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
yes, now i need to change it with boba fett weapon changing system (so that will be REALLY a fierce boss ) , and with "floating" when is idle. and as AI i suppose i ended. about playermodel fighter instead and client player interface and radar HUD ..., eeeeeeeh... please someone help me!!! D: with movement. i can set like an atstdrivable maybe, when fighter is used and is of playerteam... but i cannot give him the atst movements to a flight vehicle >.< i not know how to move for player control a fighter npc like a fighter vehicle. today i tryed the tie-fighter vehicle into the huge map and should be fine as movement system. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Well. now fighter fight exactly like a sentry. follow the player at GREAT speed. but i need to give more distance about minimal distance by shoot the player. too close. i think i will add on statement fighter_idle the "bobbing" movement. mmm... a tie fighter that chase and atk jedi like this remember me force unleashed XD -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
i want to make as AI for NPC an half way between AI_sentry and AI_bobafett (so enemy fighter can also change weapons if NPC file have multiple weapons equipped ) at moment i end an alpha of an AI fighter that duplicated AI sentry. after i need to add: - bobbing movement when the fighter is in default \ idle state. like your request. - fast forward movement when fighter is flying (NPC) - fast forward movement when fighter is flyed by player (more difficult. i see there is an entire file code aboiut fighter.cpp but they are 1000 lines of commands and are all vectors and complex stuff... i am not so skilled to fully understand at moment. this require a looong study for do a movement for player like a tie fighter vehicle ) - fast forward movement for npc, also dodging, evasion, attacking, rolling etc, exactly like a nice starfighter into game like x wing alliance or rogue squadron 3d. also that is very complex. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Ok, really... i have not idea of how damn let fly a fighter. for moment... is like a big and slow car... or a grasscutter. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Found on bg_pmove...i added a FLY_HOVER brank for fighter class... cute... fly on the sky like a balloon... XD not exactly what we desire, huh? ok, parameter that allow a vehicle to float are: hoverheight and hoverstrenght. i need to add a custom "hoverheight" and "strenght" to tie NPC for allow him to float. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
ui suppose need to be setted on npc_spawn.cpp when i set the tie for not have gravity like a probe droid. what i need to do i guess is to add the code part that allow a swoop idle without pilot to static floating and bobbing. is not exactly perfect like your movement, but should be fine. also because if a tie in the dock bay move on sides or strafe can be difficult for a mapper place the NPC docked fine without geometry compenetration problems with enviroments. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
seems a right approach. i have already see that with AI of bobafett the tie chase player and shoot... but is too much... "flying up and down... like a dragonfly or a butterfly... seems silly movement of a rockettrooper XDD however i have a little idea for fastforward vector for player: program like a blaster projectile for playermodel tiefighter lerporigin, forward. ti think i will check fx_blaster and wp_blaster_rifle.cpp for see how can works. so should go forward like a projectile and i can define velocity etc. the difference is that this "projectile" is a fighter that chase player... but stay at a safe distance for engage him. mmm well, i try to do the fly idle status first. :3 thanks for reply -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Your pretty right, noodle. Sorry, it's pretty hot here in italy and not sleep much in the last times >.< For answer you, noddle,i remember the toggleatstweapon function. this enabled only ATST MAIN and SIDE weapon as weapon for drivable atst. the same thing can used also for tie fighter: a togglefighterfunction that disabling the melee and saber weapons. so that's is not really a problem. the more hard stuff is code of moves. Question: about your opinion @@Ramikad @@Noodle is better if the NPC \ player fighter class get an auto forward move (like in oldest rogue squadron 3d arcade game) or only NPC that attack player (this avoid me some headache on bg_pmove i guess) and player can get a vertical flying start \ landing and the auto-forward only after the player take velocity in air? (autoforward also should stop if player want to stop the fighter movement and stay upon some place on vertical)... i am pretty confuse about movement and i not have idea about how to start with that. this is the baddest trouble for me.