Author Topic: Laser Range Finder - 1.1.0 [Added Targeting Radio, Targeted Mortar]  (Read 8724 times)

Laser Range Finder
Version 1.1

Target your enemies and rain hell down on them!



Use the laser range finder to target places, vehicles, players, or bots...



...and then call an artillery strike down on them with the Artillery Radio, or shell them with mortars!

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Comes with 2 RTB Prefs: Targeting Icon Height and Targeting Icon Fixed Height.
The tracker will prefer the Fixed Height over the Icon Height - set the value to -1 to disable it.

Credits to CTrooper for the sounds, Port for emitter help, Trogtor for the radio model.



Additional Addons:
Targeted Mortar
Version 1.0



An edit of the old Mortar item by Zack0Wack0 and Racer that fires mortar shells at your target. Requires you to look at the target's general direction in order to fire.

Fires one shell every 2.6 seconds, with an increased maximum range for long-distance shelling.

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« Last Edit: November 29, 2017, 11:52:24 PM by Conan »

It's very cool in presentation, models, display, sounds, interface
 but could use some technical fixes/improvements

-laser range finder needs a first person model, or at least set the eye offset

-also if you switch weapons while using the artillery becon you can call an airstrike and not lose the item

-laser finder should select a target once it gets to 100% its difficult to release click and keep your mouse on a distant target
-the static shape line should be colored the same color as the target image so that it melds nicely
-be careful using the same db name as another db (NewBrickToolTrailShape) while referencing a different shapeFile directory it causes strange -cache issues sometimes that will make people get disconnected from the server
« Last Edit: May 06, 2016, 12:47:12 AM by Swollow »


It's very cool in presentation, models, display, sounds, interface
 but could use some technical fixes/improvements

-laser range finder needs a first person model, or at least set the eye offset
tried that - torque doesn't like to shoot raycasts from where the 3rd person model is (aka not the eyeoffset model). this breaks some accuracy issues and causes things to look stupid to other people when you're in first person

-also if you switch weapons while using the artillery becon you can call an airstrike and not lose the item
noted. i'll upload a fix after the mod is approved on glass

-laser finder should select a target once it gets to 100% its difficult to release click and keep your mouse on a distant target
not sure about this being a good feature overall - rangefinding distant players and vehicles should be harder than just following them. that and also its pretty hard to target distant things that arent bricks/ground in the first place.
-the static shape line should be colored the same color as the target image so that it melds nicely
its currently set so that the shape will be the color of the player's team if they're in a slayer minigame. idk if i want the default colors to be different, if only for consistency and clarity of what kind of player owns the shape. (eg if someone is outside the team minigame and is targeting)
-be careful using the same db name as another db (NewBrickToolTrailShape) while referencing a different shapeFile directory it causes strange -cache issues sometimes that will make people get disconnected from the server
didnt want to duplicate datablocks; noted. i'll put an if-check to skip making the db if its already there.

-laser range finder needs a first person model, or at least set the eye offset
tried that - torque doesn't like to shoot raycasts from where the 3rd person model is (aka not the eyeoffset model). this breaks some accuracy issues and causes things to look stupid to other people when you're in first person
just add a negation offset to the muzzle vector, it looks really bad and is hard to see with the 3rd person model in first person


You should add an if statement before registering RTB prefs. If they don't have RTB or Blockland Glass then there will be errors in the console.

You should add an if statement before registering RTB prefs. If they don't have RTB or Blockland Glass then there will be errors in the console.
its intentional since certain pref systems (eg chrisbots) don't autogenerate the RTB files the if statement would check for. since i don't want to participate in continuing to make RTB a dependency for any server pref system, i intentionally leave them off.

You don't have to make the if statement check for the file. You could instead check isFunction

You don't have to make the if statement check for the file. You could instead check isFunction
But then what if this mod is executed before the pref mod? The function won't exist.

But then what if this mod is executed before the pref mod? The function won't exist.
The function wont be called anyway if the function doesn't exist. This would just prevent the error from popping up.
Alternatively, schedule 0 a function that will do the if check and run the commands.

^ this is what I would do

There is no error. If you have rtb it is always loaded first, if you don't blockland provides a replacement function that sets the pref to the default value.

will there be a version that instead rains down hot lead instead of bombs

will there be a version that instead rains down hot lead instead of bombs
explosions are more fun
but yeah raining down bullets would be cool too

edit:
OT: noice
« Last Edit: May 07, 2016, 10:18:18 AM by Blue Screen »