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Messages - mr. block

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1
How do I change the velocity at which it fires? (If the problem isn't that, I think it might be that with Strato's F-18, things stop when they go above their top speed. It might be that the shell is firing, then just stopping instantly.)

If you have RTB, then you can go to server preferences (accessed from the admin menu) and mess around with the values.

If you don't have RTB, then you could type "/firemode <type> <value>" in chat where <type> is from 1-4 and <value> is the value associated with the type.

For example, if you want the howitzers to fire with a fixed vertical velocity of 50, then you should type "/firemode 1 50". If you want the howitzers to fire with a fixed angle of 45 degrees, then you should type "/firemode 2 45". The howitzers should automatically re-aim after you type that in.

2
For me, I designate a target and type /fire, and then I can choose between firing with the muzzle horizontal (Very limited range), or the muzzle facing upwards where it fires and then the projectiles just fall right down onto it. Any idea what the problem is?

I'm not sure what you're talking about, but if the shells are not hitting the target, then either the spread is set too high or the target is out of range.

For example, if you set the fire mode to have a fixed vertical velocity of 10 and try and designate a target that's like 100 units above the howitzer, then the gun would just "give up" and fire at 0 velocity.

If it's really a problem, just show me a picture so I can help you more.

3
too bad you can't get gravity mod client sided :/

Well actually, the gravity mod for most ballistic projectiles is 1.0. If not, then you can just check the add-on file associated with the projectile to get it.

4
An example would be like the spear, it has gravity, so the projectile falls.

The gun has no gravity, no it just goes straight. (Which you would put 0 in the drag)

I think you are talking about gravity mod. I already incorporated gravity mod into this add-on. Why do you think there was an argument labeled "gm"?

5
In the next version, it will use a drag option (If the projectile does have gravity drag).

What is this "gravity drag" you are talking about?

6
Add-Ons / Re: Client-Sided Artillery Calculator
« on: December 15, 2013, 03:43:03 PM »
Made a GUI for it. Works.



Download with GUI

The code does have some changes to make it a little simpler.

WOW! Great Job! My only gripe with this is that the gui does not print out the vector values on the console or in chat, so it makes it a little harder copying the vector values onto the events.

I'll go ahead and put this onto the main post and give you credit.

7
Add-Ons / Re: Client-Sided Artillery Calculator
« on: December 15, 2013, 03:16:26 AM »
Guys, lets not turn this into a drama thread. Everyone is guilty of a little trolling.

8
Add-Ons / Client-Sided Artillery Calculator (New GUI version by Visolator)
« on: December 15, 2013, 12:43:31 AM »
Do you ever get tired of using trial and error to determine the vector required to fire a ballistic projectile?
Well, now you can calculate it automatically using this client-sided add-on! Although this was created for the sole purpose of griefing servers, I discovered that there are other beneficial uses for this add-on!

This system can be set up in 4 steps and can be done on any server.

STEP 1: Stand at the position you want to projectiles to hit and type "saveTarget();" in the console. The function will output the target vector.


STEP 2: Stand directly on top of the brick that's firing the projectiles and type "savePos();" in the console. The function will output the position vector.


STEP 3: Type "calcVec(%vz, %gm)" into the console with %vz being the desired vertical velocity you want to launch the projectile at and %gm being the gravitymod of the projectile, which is usually 1.0. The default values (if you leave the arguments blank) are 50 and 1.0 respectively.


STEP 4: Copy the vector printed by the "calcVec" function into the spawnProjectile event.


If everything is done right, the projectile should land at the given target.



Hopefully this will be useful tool for builders who want to set up a simple artillery system.

DOWNLOAD (OLD VERSION)

Thanks to Visolator, we now have a new version with a gui!


GUI VERSION BY VISOLATOR (v2)

9
UPDATE!!!

Now you can set RTB preferences, set ammo types, and use Artillery Beacons! Check the OP for more details.

10
Modification Help / Re: Laser Designated Artillery NOW WITH HOWITZERS
« on: November 24, 2013, 03:35:11 PM »
Can you make it so right clicking with the laser designator inputs a pre-set command instead of needing to type that tedious long command?

So you want right-click to make the artillery fire automatically at the target? I guess I can do that by setting default values.

In the mean time, you could press the up button while chatting to repeat a chat message so you don't have to re-type the fire command.

11
Suggestions & Requests / Re: A Howitzer Tank
« on: November 21, 2013, 06:20:34 PM »
But it isn't a tank nor is it drivable. Sorry for saying this, but you're in the wrong kind of thread. I am looking for a TANK that is MOBILE that can switch to 3rd person Birds Eye View and when you click, you fire where your cursor is.

Well EXCUSE ME for trying to help you. There's already a cannon that can fire at any location you want. All you need to do is to put it on wheels and add bird's eye vision to it.

You should at least be grateful that there's some progress done on your request. It takes a lot of time and effort to make mods like these.

12
Modification Help / Re: Laser Designated Artillery NOW WITH HOWITZERS
« on: November 21, 2013, 06:03:03 PM »
Uploading a video of this now:
http://www.youtube.com/watch?v=Op4QUgN5isI
Just give it 5 mins.

Well, beggars can't be choosers...

I'll put that on the main post now.

13
Modification Help / Re: Laser Designated Artillery NOW WITH HOWITZERS
« on: November 21, 2013, 06:44:20 AM »
Alright, I've managed to make the howitzers paintable and spawn from a brick.

I also added a new command "/ceasefire" which will immediately stop any howitzer from firing additional shells.

http://www.mediafire.com/download/ww11d1d9azrq4fk/Weapon_LaserDesignator(2).zip

Also, you might be wondering why the file size decreased from 400kb to 7kb. Well, I decided to remove the old artillery bricks entirely. Therefore, you must have Gravity Cat's Howitzers installed or else this add-on would be useless.

I'll update the op later.

14
Suggestions & Requests / Re: A Howitzer Tank
« on: November 21, 2013, 06:34:06 AM »
If you are that desperate, then you should take initiative and make the mod yourself.

I've been dreaming about a laser-designated artillery system for years, and just recently, I decided to teach myself how to use torquescript and make it myself: http://forum.blockland.us/index.php?topic=245320.0

15
Modification Help / Re: Laser Designated Artillery NOW WITH HOWITZERS
« on: November 20, 2013, 10:54:48 PM »
Does the color of the howitzer depend on the bricks color?

I'm still trying to figure out how to make the howitzers paintable/change color. I'll release the next version as soon as I get that working.

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