C.Brutail wrote::shock:
I just can't find the words...
I really hope this thing gets in 2.4 along with Ons :thumbsup:
Assault, too!
Moderators: Nexuiz Moderators, Moderators
Asraniel wrote:OMG! get this in the game! in 2.4 !
Imagine, 5 players on a long way full of turrets, having to fight theyr way to the endperhaps with a few bots attacking.... and every feature is in nexuiz, they just have to be combined.
set g_turrets_unit_plasma_std_health 500
set g_turrets_unit_plasma_std_respawntime 60
// Do this mutch damage
set g_turrets_unit_plasma_std_shot_dmg 64
//This often
set g_turrets_unit_plasma_std_shot_refire 0.6
//Over this mutch area
set g_turrets_unit_plasma_std_shot_radius 128
//Traveling at this speed
set g_turrets_unit_plasma_std_shot_speed 4096
//With a random direction of
set g_turrets_unit_plasma_std_shot_spread 0.0016
//Pushing things this hard
set g_turrets_unit_plasma_std_shot_force 128
//Each volly is this many shots
set g_turrets_unit_plasma_std_shot_volly 1
// Refire upon compleated volly
set g_turrets_unit_plasma_std_shot_volly_refire 0.3
// Scan for targets within this range
set g_turrets_unit_plasma_std_target_range 4096
// But no close then this
set g_turrets_unit_plasma_std_target_range_min 128
// If thise or closer, fire
set g_turrets_unit_plasma_std_target_range_fire 3072
// If we have a choise, prefer the ones closer to this distance
set g_turrets_unit_plasma_std_target_range_optimal 1024
// Targetselect is made for each turret based on range, angle (turrets needs to turn to aim at), if its a player / missile
// scale range score this mucth
set g_turrets_unit_plasma_std_target_select_rangebias 0.25
// scale 'same' score this mutch (stick with same target)
set g_turrets_unit_plasma_std_target_select_samebias 0.25
// and so on
set g_turrets_unit_plasma_std_target_select_anglebias 0.5
set g_turrets_unit_plasma_std_target_select_playerbias 1
set g_turrets_unit_plasma_std_target_select_missilebias 0
// Can catty this mutch ammo. one dmg = one ammo
set g_turrets_unit_plasma_std_ammo_max 640
// Start with this mutch ammo
set g_turrets_unit_plasma_std_ammo 320
// Regain ammo this fast (per sec)
set g_turrets_unit_plasma_std_ammo_recharge 32
// If predicted emeypos is this or closer to predicted impact, fire is ok
set g_turrets_unit_plasma_std_aim_firetolerance_dist 64
// If angle ofset to predicted emeypos is this or less, fire is ok
set g_turrets_unit_plasma_std_aim_firetolerance_angle 8
// Aim how fast (for g_turrets_unit_plasma_std_track_type=1 this is dgr/sec, for 2 & 3 its the maximum force added each sec)
set g_turrets_unit_plasma_std_aim_speed 256
// Max rottation of head
set g_turrets_unit_plasma_std_aim_maxrot 400
// Max tilt of head
set g_turrets_unit_plasma_std_aim_maxpitch 25
// How the head turns.
// 1 = hard steps, good for aiming preformace, bad for visuals.
// 2 = smooth w/o inertia
// 3 = smmoth with simulated inertia
set g_turrets_unit_plasma_std_track_type 3
// Following controls how _track_type = 3 works.
set g_turrets_unit_plasma_std_track_accel_pitch 0.256
set g_turrets_unit_plasma_std_track_accel_rot 0.85
set g_turrets_unit_plasma_std_track_blendrate 0.3
take_this_cup_of_poison wrote:tZork: could you upload your turrets to svn please? Everyone wants them to be in 2.4 and many people are willing to help you with them if you would let them. They have made models for you allready.
cortez wrote:take_this_cup_of_poison wrote:tZork: could you upload your turrets to svn please? Everyone wants them to be in 2.4 and many people are willing to help you with them if you would let them. They have made models for you allready.
or release at least a new beta because the current one looks really outdated compared to your screenshots
Asraniel wrote:and remember nexball and what happens if the code is not public and there is a hardware crash! svn is the best way to go
take_this_cup_of_poison wrote:Asraniel wrote:and remember nexball and what happens if the code is not public and there is a hardware crash! svn is the best way to go
I've been told tZork doesn't feel "confident" enough with his code. Well it's effects sure looks great to me. Please release it and we'll clean it up if you want.
Nexball is dead _forever_ because the dev did not make backups of his code and did not release it as opensource, now he would like to but it's gone.
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