La Fae (Warning: Many Images)

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Zax
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Re: La Fae (Warning: Many Images)

Post by Zax » Wed Mar 30, 2011 3:39 pm

Clavin12 wrote:I came up with a concept for a weapon called the dandelion bomb. Basically you would build it in your factory, then order it to attack a building or vehicle. It would float until it was directly above the specified vehicle then launch many little bombs shaped like dandelion seeds. It would be destroyed in the process. The stalk from which the seeds are launched could also be dropped as a slightly more powerful bomb, which would do intense damage to the targeted ship, while the seeds would cover an area.

Another concept is like a cruise missile, but shaped like a maple seed, with little wings.
2 weapons with a weaponmask of 00011

1. Spraybomb, which does not travel far at all and instantly fires more spraybombs (if the seeds become mines?) which then dispense mines
1a. If the bombs are bombs, just spraybomb some mortars from the first spraybomb.

2. Jut fire some kind of rocket straight down that uses the stalk object as the XSI.

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Clavin12
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Re: La Fae (Warning: Many Images)

Post by Clavin12 » Wed Mar 30, 2011 3:43 pm

The bombs would be just bombs. As it is I know very little about complex weapons like this. Can the stalk be fired down and the seeds launched?

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Zax
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Re: La Fae (Warning: Many Images)

Post by Zax » Wed Mar 30, 2011 6:09 pm

Clavin12 wrote:The bombs would be just bombs. As it is I know very little about complex weapons like this. Can the stalk be fired down and the seeds launched?
It's all about being creative. We don't have animWeapon support (yet :?: :idea: ) so the stalk firing would look dodgy without a script. Set the pivot of the second weapon hardpoint to shoot straight down (in max, the Y axis indicator would point straight up) and make any kind of ordnance you want to fire down. If even that is too much work, making a mortar with 0 velocity so that it simply drops down is also an option.

No mines, just bombs. Think of a splinter. Now make That splinter have no velocity so it drops down (like the previous example) but make the height somewhere around the floating point. Have that spray mortar ordnance where the payload is your seeds of doom. Make sure the spraybomb starts below or above the ship so that you don't toast yourself from the inside out. That's where testing comes in.

Modding weapons in BZ1 is always fun because you learn how to do crafty things like this since everything is so locked down ;)

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Re: La Fae (Warning: Many Images)

Post by Oberon67 » Wed Mar 30, 2011 9:39 pm

Clavin12 wrote:I came up with a concept for a weapon called the dandelion bomb. Basically you would build it in your factory, then order it to attack a building or vehicle. It would float until it was directly above the specified vehicle then launch many little bombs shaped like dandelion seeds. It would be destroyed in the process. The stalk from which the seeds are launched could also be dropped as a slightly more powerful bomb, which would do intense damage to the targeted ship, while the seeds would cover an area.
Personally, I think this is an awesome idea.

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Zax
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Re: La Fae (Warning: Many Images)

Post by Zax » Wed Mar 30, 2011 10:22 pm

Complex weapon making is all about taking known classes and manipulating them to have somewhat the desired effect of what you are aiming for. This is true for ships, buildings, etc.

BZ2 just makes that bit a lot more terrifying due to the bajillion extra flags that can be manipulated @_@

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Re: La Fae (Warning: Many Images)

Post by Clavin12 » Thu Mar 31, 2011 11:02 pm

This is the equivolent of a training facility. I call it a Sidhe (or Shee because not many people will pronounce Sidhe right)

Image

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Zax
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Re: La Fae (Warning: Many Images)

Post by Zax » Thu Mar 31, 2011 11:29 pm

Your models SCREAM vertex anims. I feel for ya bud :(

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Re: La Fae (Warning: Many Images)

Post by TheJamsh » Fri Apr 01, 2011 9:45 am

Trying to think of a way to get your dandelion bomb to work but its not easy. It could be done with .dll fairly well, and is quite a neat idea.

Either way you wouldn't be able to get it to float, and getting the 'seeds' to drop off would have to be done as part of an effect rather than an actualy weapon.

Basically the 'craft' dandelion would get close to the target, and the .dll would monitor how close it is to its intended target. When its right above, it would replace the 'craft' with an animated building that has the dandelion seeds drawn as part of many draw_geom effects. These draw_geom effects would be timed to slowly dissappear one-by-one (all at once would be eaiser and more effective). Then you have an invisible flare mine which shoots grenade ordnance shaped like dandelion seeds, which fall to the ground and 'explode'? hmm.

Once the flare has timed out and destroyed itself, the .dll would replace the stalk with a daywrecker that uses the same model. So, its possible with .dll, but incredibly tricky to get seamless. And as an effective weapon, I dont think it would be one.

Something you could try instead, have a commandeable gun-tower in the base, that acts like artilley, or have archer-like craft shaped like plants. When these unfold they shoot grenade (mortar) ordnance shapedl ike a dandelion head. When it hits the ground it explodes in a puff of white smoke and dandelion seeds. That could be done exceptionally easy. You could have the smoke become harmful like the scion gas mortar.

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Re: La Fae (Warning: Many Images)

Post by TheJamsh » Fri Apr 01, 2011 9:46 am

Zax wrote:Your models SCREAM vertex anims. I feel for ya bud :(
Almsot got the hang of those in MAX. Damn shame the frikkin exporter doesn't work properly :( There must be a way to output envelopes that i can just paste in...

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Re: La Fae (Warning: Many Images)

Post by Nielk1 » Fri Apr 01, 2011 1:30 pm

TheJamsh wrote:
Zax wrote:Your models SCREAM vertex anims. I feel for ya bud :(
Almsot got the hang of those in MAX. Damn shame the frikkin exporter doesn't work properly :( There must be a way to output envelopes that i can just paste in...
VSMIT got me a script that I might be able to use as a basis for such a thing. Just have not gotten to it.

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Clavin12
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Re: La Fae (Warning: Many Images)

Post by Clavin12 » Fri Apr 01, 2011 1:41 pm

I haven't even gotten to normal object animation yet.

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Re: La Fae (Warning: Many Images)

Post by Clavin12 » Fri Apr 01, 2011 4:45 pm

May I call on the community for constructor ideas?

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Zax
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Re: La Fae (Warning: Many Images)

Post by Zax » Fri Apr 01, 2011 6:24 pm

TheJamsh wrote:ARGHHHHHH NOT THE BEES THEY'RE IN MY EYEEEESSS
I like my way better :( a lot less fancy but it does the job better and without so much pain. BZ1 style simplicity.

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Re: La Fae (Warning: Many Images)

Post by Iron Maiden » Fri Apr 01, 2011 9:40 pm

As for constructor ideas, perhaps something along the lines of a dafodil or a rose? Something that has a large point at its top that can do the constructing.

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Re: La Fae (Warning: Many Images)

Post by Clavin12 » Sat Apr 02, 2011 2:18 am

I was actually wanting something less plant like and more fairy like. I understand what you're saying though.

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