The Fae (Warning Many Images)

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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Thanks!
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Re: The Fae (Warning Many Images)

Post by Col Klink »

Clavin12 wrote:Do they need a file for every animation?

EDIT: It's not a hover rig. What shall I name the feet?
As far as I know if you don't include all of ODF listed animations it can cause problems. I made a Walker and changed the idle_ animation to a non animated version to stop the bobbing thingy on the unit and it worked okay, but still included the idle model anyways as I figured it might crash if the game engine coouldn't find it as per the ODF entries. You could probably name the feet something like hp_lfoot/hp_rfoot. Check the stock model ODF to be sure though.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Yes, I solved it. I know have a walking constructor, I just have to make animations for the rest of the animations.

Also: I created a terrible weapon. It's an infinitely reproductive mortar/mine. It makes the game crash.

Also: I can't seem to get the collision__hc object on my spire to work. The turrets collide, but the spire itself does not.
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S.cavA.rmyG.en
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Re: The Fae (Warning Many Images)

Post by S.cavA.rmyG.en »

Clavin12 wrote: Also: I created a terrible weapon. It's an infinitely reproductive mortar/mine. It makes the game crash.
Not another one.
[I retired the one I made for one that just kills all the other teams.]
it is the most point less weapon I mean sure the game ends but no one realy wins.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Lotsa problems with this one. Can anyone tell me why the collision is not working, and the terrain is not colliding? I made a different building with the same setup for the "terrain" object and it collided, but this one does not.

http://www.mediafire.com/?48abmn528piuar9

P.S. Disregard the lack of textures.
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Re: The Fae (Warning Many Images)

Post by Ded10c »

Image
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

I'm pretty sure I didn't upload that.
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Re: The Fae (Warning Many Images)

Post by Ded10c »

Probably only the older members would get what I'm referencing. It's a spawn that spawned spawns.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Oh yeah.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

How can I make my rockets ripple in the air like stinger/swarm?
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MrTwosheds
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Re: The Fae (Warning Many Images)

Post by MrTwosheds »

Can anyone tell me why the collision is not working, and the terrain is not colliding?
Tried it in the latest test version, spire collides, terrain does not, The collision does not cover the terrain so it wouldn't.
Make em like they are in stock buildings with the collision covering the terrain and the building. Collisions will do either the model mesh (bad idea) OR the collision__hc but not both.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

You said the latest version collided for you? I downloaded it and tried it and it did not collide for me.
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Zax
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Re: The Fae (Warning Many Images)

Post by Zax »

Clavin12 wrote:Yes, I solved it. I know have a walking constructor, I just have to make animations for the rest of the animations.

Also: I created a terrible weapon. It's an infinitely reproductive mortar/mine. It makes the game crash.

Also: I can't seem to get the collision__hc object on my spire to work. The turrets collide, but the spire itself does not.
Not terrible if used properly. What you want to do is make a weak ship with a weak weapon and a replication dispenser of itself with fairly slow reload. Defeat them quickly or they will exponentially reproduce and kill you, but make the rate slow enough that they crush you before game crashes.
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Nielk1
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Re: The Fae (Warning Many Images)

Post by Nielk1 »

One of TV's map had a weapon that never ended until it hit something. It just kept hopping around till it hit something.
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Re: The Fae (Warning Many Images)

Post by Shadow Knight »

Clavin12 wrote:How can I make my rockets ripple in the air like stinger/swarm?

Code: Select all

[MissileClass]
omegaTurn = 1.5
omegaWaver = 0.5
rateWaver = 6.0
omegaWaver and rateWaver are the ones you want. Taken from stinger.odf
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