Battlefield | Pack: C4 Explosive Video

Author Topic: Battlefield | Pack: C4 Explosive Video  (Read 8355 times)

Title explains itself...

http://www.youtube.com/watch?v=QtcyVcdSek8

Alot of weapons and new types are being made...

Comments and Suggestions are welcome.



The C4 Model
« Last Edit: June 18, 2008, 07:15:22 AM by jaydee0004 »


Can't wait for it come out.

Awesome,
it might could be a
little bit bigger, but its still cool.

Could be either a bit less powerful or a louder ticking noise to warn moar enemies

Beeping noise is annoying, it should be slow at first and then be fast like the CS bomb.

Nice job. Looks like it would be fun to blow people up with.

Omg that is cool. I really like the model too :D


Badspot

  • Administrator
Model is passable.
Beeping sound is annoying.
Explosion effect needs work.
Damage radius seems high. 

Model is passable.
Beeping sound is annoying.
Explosion effect needs work.
Damage radius seems high. 

Model - Agree
Beeping Sound - Sounds like a seziure. C4 beeps start slow, and slowly get faster.
Explosion - A little more work, perhaps a "Shockwave" particle
Damage Radius - Actually, thats like C4, it is fairly large, that almost seems to...small.

Model is passable.
Beeping sound is annoying.
Explosion effect needs work.
Damage radius seems high. 

Ok... I'll work on it Badspot...  :cookieMonster:

Anyways... I'm still figuring out what's thetaMax and thetaMin for...

I think since you are making different renditions of weapons, you actually need a bomb. What I mean is that you hold your arms out* and hold the bomb horizontally. Then you can stick it to surfaces and there will be a non annoying beeping sound with a small amount of time in between (and maybe an animation that shows how much time is left until it explodes). It also would leave your inventory when you use it.

*  (from Minigun)
Code: [Select]
function minigunImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, armreadyboth);
}

function minigunImage::onUnMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, root);
}


I think since you are making different renditions of weapons, you actually need a bomb. What I mean is that you hold your arms out* and hold the bomb horizontally. Then you can stick it to surfaces and there will be a non annoying beeping sound with a small amount of time in between (and maybe an animation that shows how much time is left until it explodes). It also would leave your inventory when you use it.

*  (from Minigun)
Code: [Select]
function minigunImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, armreadyboth);
}

function minigunImage::onUnMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, root);
}



I could add the code.

But I cant make it removed from the inventory.


Please look at the code, is there any error?

I tried:

Code: [Select]
   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.1;
stateTransitionOnTimeout[0]       = "Ready";
stateScript[3]                  = "onDMount";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "End";
stateTimeoutValue[3]            = 0.1;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = null;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = mountNode;
stateSound[3] = C4BombPlantSound;
   stateSequence[3]                = "Fire";
//stateEjectShell[3]       = true;

stateName[4] = "End";
stateScript[4]                  = "onDone";

};

function C4BombImage::onDMount(%this, %obj, %slot)
{
%obj.cbomblotsave = %obj.currTool;
}

function C4BombImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, shiftAway);
Parent::OnFire(%this, %obj, %slot);

for(%i=0;%i<5;%i++)
{
%toolDB = %obj.tool[%i];
if(%toolDB $= %this.item.getID() && %i == %obj.cbomblotsave)
{
%obj.tool[%i] = 0;
%obj.weaponCount--;
messageClient(%obj.client,'MsgItemPickup','',%i,0);
serverCmdUnUseTool(%obj.client);
break;
}
}
}

function C4BombImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}


Ok... I'll work on it Badspot...  :cookieMonster:

Anyways... I'm still figuring out what's thetaMax and thetaMin for...

Those are the angles at which particles are emitted around the Emitter. It goes from thetaMin = -90 to thetaMax = 90 (A sphere). You can very well have thetaMin = 89 and thetaMax = 90 to get a farily straight upward spray of particles. thetaMin cannot equal thetaMax otherwise Torque gets pissed off.

The general Rocket Launcher explosion has a thetaMin of 0 and thetaMax of 90 (half a sphere, pointing upwards)