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Topics - Conan

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151
WARHAWK TDM MAPS

Inspired by maps from the 2008 game Warhawk, and TheBlackParrot's post in CTF is Awesome, these map was designed with team gameplay in mind. Players start at a large base equipped with various vehicles, and have to work together to win.

The server boasts edited jeep, tank, and plane vehicles, and a fixed version of Weapon_Bombs as well as a vehicle-only minigun item. The weaponset in use is vanilla T+T2, with the pipe wrench added as a way to repair vehicles. Flag carriers cannot ride planes either, for balance reasons.
Note that some of the changes may be unexpected, but are made with fast gameplay in mind. I'm trying to steer away from 5 minute long 1v1 dogfights and more into 30 seconds territory.


Hosting provided courtesy of DragonoidSlayer. Ty bruh <3

ARCHIPELAGO CTF

Duke it out on top of various islands and attempt to capture the enemy intel! 7 capturable forward bases bases stand between Red and Blue, each with various perks like vehicles or weapons in them. The center base dominates the map, boasting the strongest weapon in the game: the LMG.

The highly linear nature means players have to work together to get the flag through - the central base is key to controlling the flag position. Air support lets players soften the enemy defenses and draw their attention away, or backcap a key respawn point for their team to flank from.
BADLANDS TERRITORY

Ground combat gets intense in this semi-linear conquest-style map, where a team needs to control 4 out of 5 points for 4 minutes to win the game. Tanks are abound on the map, but wary players can take cover in the various structures, or flank enemies on top of towers.

The map is defined by persistent, intense ground combat, usually at the front between the two teams' most forward bases. The team controlling the center gets access to the powerful LMG, and the only two aerial vehicles on the map - two helicopters. However, unlike Archipleago, the center base is prone to assault, due to its size, and a coordinated push can dislodge a strong defense.












Download [Non-Default Addons, Save]












Download [Saves]



For hosts:

152
Add-Ons / XCOM Weaponset V1.9
« on: March 13, 2016, 09:44:14 AM »






It's 2016, aliens have invaded Blockland, and only you can stop them!
Weapons specialists at the Co.rporation have developed this set of five energy-based weapons for you to fight back with! Storm the enemy camps, or defend your base of operations using these high-tech weapons that are guaranteed to provide the firepower you need for your mission.

This weapon pack sports a number of features to help boost your combat effectiveness on the front lines:
*A new, custom ammo system!: Pick up power cells, and use the energy to charge any of your guns!
*An informative UI tells you how close to empty you are, how fast the gun will charge, and how much energy your shots take!


Laser Pistol:
+Quiet, invisble weapon (no glowing parts)
+Quick to reload
+22 damage per shot
Energy SMG:
+Powerful close quarters spam weapon
+Loses accuracy with prolonged firing
+7 damage per shot
Laser Rifle:
+Accurate all-rounder weapon
+Medium reload speed
+18 damage per shot



Laser Sniper:
+Long-range headshot weapon
+Slow reload
+40 damage per shot (x3 on headshot)
Plasma Lance:
+Anti-tank area damage weapon
+3 second chargeup time
+100 + 160 AOE damage
Energy Turret:
+Mounted laser rifle turret
+5 second reload
+1 energy/shot

DOWNLOAD NOW



CREDITS
Arekan - Literally all the sounds <3
Everyone who tested - Bugtesting
Muffinmix - Particle effects tutorial

**Note: Modders, pm me if you want to use the Support_EnergyWeapons system in your own mod. I can give you an explanation of how things work and what your mod needs to support the system.

153
General Discussion / XCOM Energy Weapon Pack - Released!
« on: March 11, 2016, 12:34:10 AM »
Mod is released! Check Add-ons for the topic.

Code: [Select]
Anyone who's been on my server lately knows that i've been working on an XCOM/Energy Weapon pack, and now i think its ready for beta testing. Most of the bugs have been ironed out and the features have been refined somewhat.

[center]
[img width=600]http://i.imgur.com/wp4IUG0.png[/img]
[img width=900]http://i.imgur.com/BZBLxkI.png[/img]
[img width=900]http://i.imgur.com/8nRbjUV.png[/img]
[/center]

At this point I'm looking for beta testers who know what they're doing, and can help me find bugs or make suggestions on what I should change/add. I'm also open to a couple more weapon ideas as long as they're good.
I'm also looking for someone who make good CI/icons for these weapons.

If you can help out, please post here or shoot me a PM! or if you have my steam, steam message me.

154
Modification Help / XCOM/Energy Weapon Pack
« on: March 08, 2016, 04:53:24 AM »
Been working on this for the past week, mostly in terms of models. I've recently finalized the models themselves and have been working on getting them ingame, particle effects and all.

Moved to general discussion.


Pictures:



(ignore the bullet projectile model - i've since replaced the plasma lance with its own projectile)

Currently i'm looking for a good name for the mod (since its not 100% xcom-inspired), and i'll probably want beta testers later after I finish the code and refine the damage values. I'm also looking for good sound effects - if anyone could link me a good set I'll give them a try.

If anyone has GOOD weapon suggestions I can also add them to the pack - they must be thematically similar, e.g. alien weaponry.

Current weapons planned for the pack:
Laser Rifle
Laser Sniper
Laser Magnum
Laser Pistol
Plasma Lance - Done

155




Note the EventOutputAppendClient0 = 1; field. Some events want this, and others dont. I can see which ones do and dont with dumpOutputEvents(), but i cant find out whether or not an event wants it through code.

How do I tell which do and which dont?

156
Gallery / doot doot [SPOOK WARNING]
« on: February 25, 2016, 04:23:17 PM »


as seen on skill4life's block party

all default, some bricks are floating.

may good calcium come to you

157
General Discussion / Warfield Series - [MM TOWN]
« on: February 24, 2016, 03:57:51 AM »
With the advent of the PROP TOOL I've decided to give destructible DM environments a test.

Needless to say its quite interesting and fun and I'm looking for players and map suggestions. Currently the main build is Pliny's MM Town, and the kind of destruction to expect in this DM is shown below:

EDIT: Since i released the propify wand, i don't need to host these myself anymore. unless there is express interest i won't be hosting this specific DM again, though if i have time i'll make TDM maps that run well with prop tool.









Come check it out!


You can PM me map suggestions here on the forum, or ingame. I'll be sure to swap maps out and try new things as ideas get passed around :)

158
Add-Ons / Prop Tool - V1.3 [Added Event, Emitter, and Item Rotation]
« on: February 23, 2016, 10:06:20 PM »
Prop Tool
Version 1.3


Build destructible props to defend your base, or yourself!

But be warned - props can be destroyed!
Props can range from small crates to entire buildings - what props are available is entirely up to the host to decide.







Information + Downloads

Comes with all these commands, to help you get started, plus the PROP TOOL and the PROP HAMMER


PROP TOOL
  • Use the shift seat keys, or the light key, to switch between props before placing the ghost
  • Plant using right click, or the numpad
  • Numpad controls and super shift work!
  • When prop tools can be used multiple times, the delay between placing props is based on the brickcount of your last placed prop

PROP HAMMER
  • Use it to destroy builds quickly!
  • Does 45 damage against players, but 12x that against bricks!
  • Deals slight area damage against bricks

OTHER INFORMATION:
  • The health of bricks is dynamically calculated based on the brick size and color - transparent bricks are treated like glass
  • Props can be placed on any brick - no trust required.
  • Explosive damage against bricks is determined by how well the projectile can fakekill bricks
  • Baseplate prop bricks (any brick in "Baseplates") cannot be destroyed if they are supporting more than 1 brick.
  • Props are cleared on minigame reset, if the person who started/reset the minigame is an admin.
  • Any bricks with the BLID 888999 are treated as props - use the Propify Wand to make entire builds destroyable!
  • Props save and load emitters, items, lights, and events, all of which correctly rotate!
  • The Power Drill heals prop bricks, and lets you see the HP of individual props. It heals at approx. 35 hp/second

DOWNLOAD (PROP TOOL and PROP HAMMER)




PROPIFY WAND yes its a brickgroup wand edit
  • Use it to convert bricks to prop bricks!
  • Selects bricks the same way the old duplicator does
  • Set the maximum number of bricks that can be changed at once using /setPropWandMaxBricks [number]

DOWNLOAD (PROPIFY WAND)



BUILD DOWNLOADS:
Place these in your "config/Props and Placement/" folder.
Sorted by smallest to largest.
**NEW** Cannon.bls - by Conan
Ladder.bls - common design
Crate.bls - common design
Tower.bls - by Conan
ConcreteBarrier.bls - by iska
RiotWall.bls - by UngaBunga
RiotBarricade.bls - by UngaBunga
RV.bls - by Dione
BlueHouse.bls - by Conan
TownHouse.bls - by Conan
BankBuilding.bls - by Conan
OfficeBuilding.bls - by Dione
Barn.bls - by Dione



Gallery





Credits:
Model by Trogtor, code help from Visolator, Zeblote, and Buddy. Thanks to Element for bugtesting!

Known issues:
  • Big props lag the server when being shifted

159
original title: Turning off brick damage in minigames prevents bricks from triggering onExplode

Title explains it all. I need it to run because the area damage calculations that killable prop bricks use is contained within fxDTSBrick::canExplode. If there is any other function I can package that gets called when a brick is affected by area impulse, that would also work as a solution.

This is the current code for this damage calculation. I know that i'm not using radius damage - this decision is half intentional, half because i was unable to find any easy-to-implement way to do it with radius damage.


function fxDTSbrick::canExplode(%brick,%mv,%mfv)
   {
      if(%brick.getGroup() ==  BrickGroup_888999.getID())
      {
         %db = %brick.getDatablock();
         %dam = %db.brickSizeY*%db.brickSizeX*%db.brickSizeZ;
         %dam = %dam/3;
         if (%mv > 29)
            %dam = mPow((%mv - %dam), 0.6)*18;
         if (%dam < 0)
            echo("cannot damage a prop brick for negative hp");
         //echo("explosion damage " @ %dam);
         %brick.damage(%dam);

         return 0;
      }
      return parent::canExplode(%brick,%mv,%mfv);
   }

160
I'm trying to create a brickgroup using this code:

   if (!isObject(BrickGroup_888999))   
   {
      new SimGroup(BrickGroup_888999 : BrickGroup_888888);
      mainBrickGroup.add(BrickGroup_888999);
      BrickGroup_888999.bl_id = 888999;
      BrickGroup_888999.isPublicDom ain = 1;
   }


However, the brick's BLID and brickgroup ID seems to be conflicting...





How do I fix this? I want this to work so that on server reset or build load, the bricks involved will have the BLID of 888999. Currently if i save and reload, the bricks will continue to say they're part of brickgroup_888888, and the admin menu seems to agree (clearing the lower BLID_888888 group actually clears brickgroup_888999, just fyi)

161
Modification Help / -nvm-
« on: February 18, 2016, 04:24:56 AM »
-nvm very dumb error-

162
Suggestions & Requests / "Start server" menu text smaller
« on: February 17, 2016, 04:42:20 AM »
Right as it says on the title. Im pretty sure some mod exists that replaces the start-game menu text with smaller fonts, but I couldnt find anything straightforward thats not an entire ui switch.

163
Gallery / Science
« on: February 16, 2016, 12:08:44 AM »
WE'VE DISCOVERED IT.

A WAY TO MAKE BRICKS SMALLER.






All unedited photos, ingame

164
Sorry for the slew of brick-related questions. I just hope this is helpful to future people so they don't have to ask the same questions.

I'm trying to stop bricks from being fakekilled, but packaging fakeKillBrick, onFakeDeath, or onBlownUp to return nothing seems to have no effect on stopping the bricks from getting blown up/fakekilled. Is there any way to stop them from being fakekilled even if brick damage is on?



this works; however it has the adverse side effect that any non-prop brick can be fakekilled by any projectile or impulse. Anyone know why?

EDIT: More info here:

Running a trace with and without the package shows that without it, canExplode is never called. odd...?

165
Modification Help / How to get the properties of a brick?
« on: February 13, 2016, 11:03:55 PM »
I'm talking about the NTname of a brick. Looking through trace and other things, I found that the name itself is an object referencing that brick, once assigned to a brick.
okay i could have sworn i did that and it didn't give me an answer. this was the first thing i tried too oops.

i was trying to get it to preserve properties of bricks when removing one and placing another. i also need to know how to get the item/emitter/light data as well.

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