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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Tue Oct 20, 2009 12:36 am
by zacman
rohitggarg wrote:That would be great lulu... You are welcome :)....

But i might also want to tell that i have not yet started scripting yet :(... Need to decide package names and all..
Could always make seperate packages, and each of you try do stuff that doesn't need to refer to each other to the end, then you could do what I do (Which, incidentally, will also prevent overwwtiting other stuff)
I, for example, am always looking for help in TUT, so, rather than make a TUT file, I have 2, Zacmanuttextras.u and Zacmanuttmeshes.u (Meshmaker overwrights anything other than meshes it made, so I can't merge them) This way, you have seperate U files and you know what you do and don't need.

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Tue Oct 20, 2009 1:15 pm
by papercoffee
zacman ...mybe you can help more with scripting?
Let GenMoKai do the 3D modeling ...so we have a flow in the quality.

And btw. I have no idea what you both talking about ...scripting is not my métier. :what:

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Tue Oct 20, 2009 7:27 pm
by papercoffee
You pettifogger you... :mrgreen:

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Wed Oct 21, 2009 3:11 am
by zacman
Well, I cou;d do Some scripting... I'm not fantastic at scripting, and all my scripts are adaptions of existing scripts, really. Mostly changing some lines, removing this, adding that, etc. But I could do some stuff (Although I'd ask for help)

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Wed Oct 21, 2009 4:34 am
by rohitggarg
WOW now we got 3 scripters :)

I think now is the time to start off.... I am going to start the coding for canopener..
Will post back soon... so stay tuned..

In the mean time maybe zacman can pull off with Papricanon and lulu can pick Salad thrower... please bear in mind the instructions for weapons on the first post before doing anything serious. :).. Happy coding!

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Wed Oct 21, 2009 5:49 am
by zacman
@Papercoffee: Do you want the Papricannon 'Nades to sit still, or bounce around like the Grenade launcher?
@GenMoKai: What are the Anims for the Papricannon (If you've done them)

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Wed Oct 21, 2009 10:38 am
by papercoffee
@ zacman
bounce around!
A little-bit like the alternate fire of the Rocket-launcher, but with higher delay for the explosion.
the ammo is a Papri-nade which does explode 3 seconds after it hits something or instantly when you hit the enemy directly.
I don't know ...are 3 seconds to long?
Try 2 seconds.

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Wed Oct 21, 2009 5:31 pm
by rohitggarg
What i am doing is i am not importing any meshes because i don't have some... So what i would suggest is use the existing code..

Use rocket launcher tournamentWeapon and extend it to support our functionality. Then we would replace the meshes with the ones created by Gen.. Think hez busy wid some real serious stuff so hez not replying back :P... Lez hope for something BIIGG comming our way..

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Wed Oct 21, 2009 6:53 pm
by papercoffee
Yeah ...GenMoKai replays in doings :mrgreen:

@ rohit
Your way sounds plausible. Since the FF-weapons not SO different from UT-weapons.
Here and there some minor tweaking.

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Wed Oct 21, 2009 9:18 pm
by GenMoKai
Ghehe sorry... i send you the stuff soon enough when its done :) i having some problems with the "butt" aka round edge of the papricannon, but its getting solved now ;) else i try to make some animations to the other weapons so you can work at it

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Thu Oct 22, 2009 2:58 am
by zacman
papercoffee wrote:@ zacman
bounce around!
A little-bit like the alternate fire of the Rocket-launcher, but with higher delay for the explosion.
the ammo is a Papri-nade which does explode 3 seconds after it hits something or instantly when you hit the enemy directly.
I don't know ...are 3 seconds to long?
Try 2 seconds.
Sounds fine. Was just checking-Legacy had the Grenades that just hit thye ground and sat there, so I didn't know if you wanted that or bouncy ones :)
I should be able to just alter the script of existing 'nades and change the SleepTime... And also the new effects (Plz to send new blast textures and impact marx?
GenMoKai wrote:Ghehe sorry... i send you the stuff soon enough when its done i having some problems with the "butt" aka round edge of the papricannon, but its getting solved now else i try to make some animations to the other weapons so you can work at it
kk. Just tell me when done so I can add the Anims to the code :)

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Thu Oct 22, 2009 6:34 am
by zacman
rohitggarg wrote:What i am doing is i am not importing any meshes because i don't have some... So what i would suggest is use the existing code..

Use rocket launcher tournamentWeapon and extend it to support our functionality. Then we would replace the meshes with the ones created by Gen.. Think hez busy wid some real serious stuff so hez not replying back :P... Lez hope for something BIIGG comming our way..
Well, since we're only firing one Paprinade, I'm gonna use the Razorjack as a base methinks.

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Thu Oct 22, 2009 1:44 pm
by papercoffee
zacman wrote: Well, since we're only firing one Paprinade, I'm gonna use the Razorjack as a base methinks.
Hmmm ...but keep in mind:
The Papri-nade explodes immediately when you hit the alternate fire.
This way, you can shoot one papri-nade, (RELOAD) shoot another one and with a bit timing, you can trigger the second one to explode simultaneously with the first shot.
The damage style is near the granade of the UT-rocket-launcher ...but merely with a little higher radius.

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Thu Oct 22, 2009 6:13 pm
by rohitggarg
zacman wrote:Well, since we're only firing one Paprinade, I'm gonna use the Razorjack as a base methinks.
Completely upto you as you are the one who is gonna write fire and altfire :P...

@papercoffee - the timing thing is a bit confusing.. do u mean that if a hopping papri is hit by a exploding one, both explode at the same instant?? Or the weapon user has to time in such a way that both explode together and cause a bigger explo something like our very own shock rifle combo...

Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod!

Posted: Thu Oct 22, 2009 8:04 pm
by papercoffee
rohitggarg wrote:@papercoffee - the timing thing is a bit confusing.. do u mean that if a hopping papri is hit by a exploding one, both explode at the same instant??

No ...What you describe is more bomberman style ... :D
Or the weapon user has to time in such a way that both explode together and cause a bigger explo something like our very own shock rifle combo...
yep ...you got it. The paprinade can't be triggered by another explosion no matter which weapon you shoot on them.
They explode when:
- they hit an enemy,
- 2 seconds after they hit something like the floor or a wall,
- or when triggered by the alternate fire button.
Two exploding paprinades = more damage. :mrgreen: