(http://i2.ytimg.com/vi/U03dlh0Wbn0/default.jpg) (http://www.youtube.com/watch?v=U03dlh0Wbn0&fmt=18)
Click the image to see the video.
[RecallMineClass]
isRecallMine = false // must be true for DLL to watch for this
teleIn = "" // Effect ODF spawned
teleOut = ""
teleFail = "" // Effect at enterence on fail, follows teleInAtMine
teleInAtMine = false // place the effect at the mine instead of at the owner
chanceOfExplosion = 0.0
chanceOfEnterExplosion = 0.0
chanceOfFullFail = 0.0
chanceOfBadDamage = 0.0 // hull and ammo at 1
chanceOfRuinedShip = 0.0 // max hull and max ammo at 1
exitExplosionSound = "" // played in 2D if user is player
enterExplosionSound = "" // blank works the way the DLL is written (no silence.wav)
failSound = "" // "Teleport Failed"
badDamageSound = ""
ruinedShipSound = ""
multiplyVelocity = 1.0, 1.0, 1.0 // x,y,z
addVelocity = 0.0, 0.0, 0.0 // done after multiplyVelocity
keepHeight = false // not stupid enough to put one underground, but does not consider ground otherwise
randomHeading = false
minRadius = 0.0 // variable landing area
maxRadius = 0.0 // variable landing area
Plan to add:
HeightVarianceLow = 0.0 // not sure how to use this with keepHeight, 0.0s = ignore
HeightVarianceHigh = 0.0 //Randomized value between these two on just how high up you will come out of the warp.
MinRange = 0.0
MaxRange = 0.0 // 0 forces ignore, negatives forced positive
Jammer Mine and structure to prevent use of this weapon.
chanceOfExplosion = .10 //10% chance unit will explode upon exit of teleportation cycle.
:evil:
-Av-
doable, noted, will do
chanceOfBeingTeleportedToEnemyBase
chanceOfBeingChangedIntoAJak
chanceOfBecomingInert
chanceOfBecomingShipless
.
.
Chance of not coming out of the wormhole = ...
VSMIT.
HeightVarianceLow = <float>
HeightVarianceHigh = <float> //Randomized value between these two on just how high up you will come out of the warp.
chancePullNearby = <float> // Chance of pulling in other nearby units, friendly or enemy, to teleport with you
rangePullNearby = <float> // Max distance to pull in nearby units from
maxPullNearby = <int> // Max number of nearby units to pull in
chanceReverseNearby = <float> // Chance of pulling units near the exit through to where you teleported from
rangeReverseNearby = <float> // Max distance to pull nearby units from
maxReverseNearby = <int> // Max number of nearby units to pull in
chanceOfExplosionMultiplier = <float> // Multiplier for each each additional ship pulled in for the above, applied to chanceOfExplosion and chanceOfEnterExplosion (perhaps based on directions ships are pulled)
I'd love to pull in additional vehicles but the best I can do is pull the closest vehicle as well, unless GSH adds a new DLL function.
I will mantis for one tomorrow (as he told me to do so for any DLL functions and if they are doable easily, he will).
Good point, I think. Could have sworn I could get all the units in an area the last time I played with DLLs, but I could be thinking of the wrong engine.
You could always adjust it for grabbing the nearest vehicle instead. Pulling in more than one extra might be a little odd anyway, and pulling anything but the closest would probably look wrong too.
If I could I would make the 2nd mine never appear as it technically doesn't exist, the weapon teleports you instead of placing a 2nd mine (by description, not reality). I would grab units from near the player. OH, note to self, spawn the teleport effect at user's coordinates instead of those of the mine.
Just make it so that it teleports you, the unit closest to you, and the unit closest to that unit. As many times as you like.
The unit closest to the unit closest to me is me.
Not after you have already teleported.
It happens in a micro-second; Gets the closest unit to you, then teleports you, gets the closest unit to the first one, and then teleports the first one... and so on.
No, I think this is a weapon... not intended to teleport the user. I can't watch the video from work and with Nielk1 you never know... :evil:
And you can get a count of how many of a unit are within a radius but I don't think you can get their positions... I'm a DLL newb so I could be wrong...
-Av-
In G66 and Xmod there is a missle called the harpoon that can lasso units and pull them to "somewhere". I never learned to use it proficiantly, but if you're talking about dragging units into something why can't you do it with the harpoon.
Anyway I like it the way it is on the video, you could lay one at a safe place then venture off and get a target in a hot zone and zip out before enemies destroy your ship. Or drop one on top of your bomber and right when it's over their base you could drop out of the sky with your super sabre and any other friendlies you can drag through the portal with you. lol
How exactly does the harpoon function to the prospective of the user, and if you know, in its coded logic?
Well from what I've seen from X-mod you can hit a enemy ship with it and cause it to be pulled to wherever you release the button at on the map. So if you released the harpoon two inches in front of you then used the recall mine you would both be transported to the first mine if you timed it right, unless you change it to not accept the user as a passenger then only the enemy would be pulled into the recall mine(and you'd have to change the name to displacement mine).
Like I said though, I've never mastered the harpoon missle and may be slightly off in my description.
As to any technical info on how it was made, I'm not the one. I've never modded anything or used the editor. I'm just a player.
That just sounds odd.
Finally got to watch the video... now I get it, it's "Portal in a can"... :)
Sortof an unlimited range, positionable Blink...
Not sure how fair it is if it allows you to fire inbetween teleports. I mean, it looks like you're spending half the ammo when you drop it, so you'd always have a quick escape in your pocket for a little ammo regardless of how the battle is going. Blink is at least dependent on having all of the ammo at the time of escape...
That's why I always like to fall back to my 'Asteroids' training where teleporting is concerned, and have some sort of chance of catastrophe when doing so...
-Av-
Ahh, range limit to add.
Its a tmp ammo use, will likely end up with local ammo or something.
Well, if you're interested in balance and are adding a range limit, how about enabling a jammer mine as a counter? You engage me, I drop my jammer and you're stuck fighting me instead of blipping out... :)
-Av-
Good idea, recall jammer
Part of the recall mine code, a 2nd list of objects with the correct lines.
Quote from: Nielk1 on September 11, 2008, 01:40:03 AM
Good idea, recall jammer
Part of the recall mine code, a 2nd list of objects with the correct lines.
Hmmm, rather than 'jammer' how about 'interdictor'? You end up teleporting to MY mine's location instead of your own... :evil:
It could even be two different classes, a "recall inhibitor" that stops the recall from working at all if you're in range, and a "recall redirection" (because 'interdictor' sounds dirty) that redirects you to the the redirector mine instead of your mine. (maybe you go to whichever is closer)...
-Av-
(who loves making work for Nielk1) :lol:
At that point, why not make a structure or unit of some kind that can be built that adds a probability that anyone on an enemy team using the mine gets pulled to the structure. Just make sure you keep guntowers/gunspires near it.
And, of course, a structure to go the other way and increase the chances of successfully going to where you intended safely.
Quote from: CmptrWz on September 11, 2008, 03:51:56 PM
At that point, why not make a structure or unit of some kind that can be built that adds a probability that anyone on an enemy team using the mine gets pulled to the structure. Just make sure you keep guntowers/gunspires near it.
And, of course, a structure to go the other way and increase the chances of successfully going to where you intended safely.
Would they be one-offs or would the effect compound depending on how many you built?
If someone built one to pull you to their base, and you built one to ensure you got to where you were going, would the cancel each other out?
VSMIT.
I figure you build one to pull them, they build one to offset it, and the closer you are to the enemy building the more likely it wins. Would make it a lot less likely you would "escape" with the things.
The RecallMine Class (the c++ files I mean) may become an entire portal system. After I get all (or most) of these in there will already be about 50 options, plus whatever other portals I add.
What sort of "integration" would this technology require for it to be used in a mod?
Will I need to send an undercover squad of Dalek's to kidnap you and use mind control to force you to implement it in the Legions Of Skaro?
Or will stealing it and simply placing the files into the LOS.pak be sufficient?
:-D
It is a DLL trick. It has to be compiled into the mission DLLs.
It can go into any existing DLL source. I make them in class format so I can easily move them into a new version of the DLL source. As a result, they are very easy to pop in places.
I was debating making them separate DLLs to be linked in, but they would not be asset checked and in talking with GSH I decided against that.
I would not mind making DLLs for mods.
So the strat, mpi, dm etc dll's would need lightly modifying to add the class and mind control would not be required?
Being resurrected by a now dead voodoo master, I can't be mind controlled.
*blinks evil yellow eyes*
Very simple to add to a DLL. Basically I add the files to the project, and then add my classes to the header and add my function calls to the main code. I did this cause I was messing around with the private 1.3 DLL source and it changed a lot. This way it was easily moved to any source code as it progressed.
I have a really simple class that just waits a set delay and then starts a loop of the specified animation (the version on my site is outdated BTW).
You could just make it templated so all they would have to do is change the createMission declaration to be, for example if you class was called PortalHandler and the mission class was called StrategyMission, they would change the "new StrategyMission" to "new PortalHandler<StrategyMission>" and that way they would not need to add any code to their classes, and you can string along more classes like that by just putting each inside of the <> section, so like "new PortalHandler< NewResourceType< YetSomethingElse< StrategyMission > > >" or what-not, order would not matter.
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I guess that will be phase 3 of my classes. I'm on phase 2 atm :-P
When I have time. Would I get access to the TPS var?
Yes, you would have access to everything in all the lower classes.
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Back to working on this, updated first post a good bit.
Somebody has a bit too much spare time methinks. :-)
Na, had a few hours of work with some ppl from my college on an engineering project today. Only got the time later. I said I was gan'na get back to DLL to GH in IRC last night. I plan to make a mod with just cool variants of the ISDF and Scions that use DLL to an extreme LV.
EDIT: Just added variable radius, almost done.
EDIT2: Finalized plans for triggering the CFG for any human with the weapon. This will be a nice touch I think, it includes the ability to add warning like 'jammed' and 'catch', though I have not made recall jammers and catchers yet.
An enemy catcher. Puts the player in a prison building if they try and teleport too close to the enemy base. Only way out is if the enemy commander orders it to open or it is destroyed.
Seems a bit strict, I say a nice method of pilot only exit that forces you to loose your pilot weapons.
Quote from: bigbadbogie on October 27, 2008, 08:59:46 AM
An enemy catcher. Puts the player in a prison building if they try and teleport too close to the enemy base. Only way out is if the enemy commander orders it to open or it is destroyed.
A Tera-Cage (ala the Schlocks Mercenaries very well-done webcomic). :)
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