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Messages - ScarleTomato

#1
the bugs I've got somewhere, ill have to put them up. The capture shield i don't think i have anymore but it was just a magnet mine where i played around with some of the values.

stu.cbu.edu/~myarbrou/bug.zip
#2
SoundBounce! thank you. I knew someone would eventually know what i'm talking about :P
I agree on the "" instead of "silence.wav" especially since theres about a hundred of them, and they all make a screaming impact sound.

Quote from: Clavin12 on December 24, 2009, 06:25:27 AM
Imagine a mortar that lays a mine that launches a mortar that lays a mine and so on for about five repeats until the mortar is about halfway across the map.
Something like this?
#3
understood, but what is the ODF key to change the sound? bounceSound doesn't seem to work for popper spraybomb, my bad
#4
does anyone know how to get rid of the bounce sound for a splinter mortar? I tried bounceSound = "" under [SprayBombClass] with no luck
#5
I thought about using a unit or building to do what i wanted but that could get messy. and I'd like it to just shoot, even if there isn't an enemy about. I think i'll just keep it like it is for now.

I've been playing around with deploy times and durations. At first there was a shell coming in every second or so for about 30 seconds. Nice for an "oh hoot what is going on!?" effect. But I inadvertently made it where there were a couple shell hits and then a storm of about a hundred of em within a second or two, good for a "oh hoot! what just happened!?" effect. Which my brothers seem to like asking "what just happened?" better than "what is going on?". I'll post some vids when i get a good explosion working on it.

It looks pretty cool right now with a dense cloud of smoke and flashes of light randomly popping up here and there, the whistling of incoming shells and the shock sounds of explosions and debris. ATM it's a little too taxing on the video though :P
#6
Overdrive Terminal / Re: Zapping, Clicking speakers
December 23, 2009, 04:20:21 PM
They're probably not physically connected, it's just that there is electromagnetic interference from the wireless card. Even though the signal is a very high frequency it's probably aliasing at an audible frequency and generating a current at that frequency in the speaker wire.
The speakers then get this current and act as if the signal had been sent from the sound card and play the audio.

http://en.wikipedia.org/wiki/Electromagnetic_interference
#7
haven't played in a while till last night with my three brothers on sandbox.

holy crap! especially with the patrol. I cruised on up and there was a solid line of red on my radar! fun to bomb though!
The night vision took me a while to get cause the lights were set on 'one' :P it's cool, but easier to use sitecam or just turn the lights to 'none'.

speaking of sitecam. Only one person could use it! our four computers were side by side so it was easier to diagnose. As soon as i give site cam to someone else and they turn it on, it turns mine off and i cant turn mine on anymore. Didn't test whether this happened in stock yet, just thought it was weird.
#8
Overdrive Terminal / Re: Zapping, Clicking speakers
December 23, 2009, 03:30:25 PM
sounds very much like interference from the wireless whenever it transmits. Have you recently taken it apart? If so, did you take out the shielding foil or the ferrite ring around either the speaker wires or the wireless card? if not, you may think about adding some foil in or trying to move the wires away from the components. I know I've had speakers and monitors that have gotten old and seem to become susceptible to cell phones around them.
#9
how do you get the popper to spawn things without it targeting something?
#10
never seen FallSpeed before but it doesn't seem to be doing anything. Do you know of an object that uses it so i can see what it does in context?
Looked in the modlog, it seems that fallspeed was added for the powerup class. Might look into changing the ordnance to a daywrecker if it inherits FallSpeed.

The mass may work, but if the game tries to imitate real life then changing the mass wouldn't affect the acceleration. Looks like Mass is part of the GameObjectClass. as far as i can tell it doesn't work for ordnance class.

SK hit it on the head with targeting. (Nice storm BTW) I don't want it to target, i just want it to rain down on a general area. And these things are coming in from orbit so they need to be fast. Think howitzer rounds in COD WaW
#11
i'd have to double check, but i think that wouldn't work because the radarpopper is being shot by the flaremine i want it to target. If it was being shot by me, then yes i could target things for them to shoot, but technically i'm not the "guy with the gun."

Also, yes i basically want it to rain mortars on a certain spot, so i really don't want to stick around to target things. Just lay a beacon and get the hell outta dodge.
That's fine though, right now i'm using an invisible fountain mine to distribute invisible flaremines around the area that create a contrail and an explosion.
Now i'm just trying to figure out how i want to make it whistle and I need to make a cool looking explosion for it. Right now its using a variant of the daywrecker, but that doesn't look at all like a ballistic impact. :P
#12
okay it looks like theres a team filter for popper mortar. If i can shoot the popper up and have it aim back at the mine that would do pretty much what i'm looking for, but i can't get the filter to work. I set it to zero but it still only shoots enemy objects. Setting it to one and it won't shoot anything.

And is there a way to make it inaccurate? shotvariance or something?

here's what it looks like so far
[OrdnanceClass]
classLabel = "popper"
renderName = "m.render"
shotSound = "whistleshort.mp3"

ammoCost = 1
lifeSpan = 1e30
shotSpeed = 200.0

[PopperClass]
scanRange = 300.0
aimAngle = 1
targetAngle = 1
launchXpl = ""
launchOrd = "hailbolt"
TeamFilter = 0
anglePitch = 10
shotPitch = 10
shotVariance = 10

[Render]
renderBase = "draw_trail"
textureName = "bolt2.tga"
textureBlend = "one one modulate"
textureRate = 0.1
startColor = "100 255 255 255"
finishColor = "255 255 0 0"
startRadius = .5
finishRadius = .5
animateTime = 2
segmentTime = 5
#13
yes but I need it to fall pretty much strait down (with just a little variance maybe). If i make the shot speed faster, then it arcs away from the intended destination. A faster mortar shot will do fine if i can figure out how to point it down.
#14
I'm trying to make an orbital mortar, it starts with a beacon and the mortars come down after a few seconds. I don't want to use just mortar ordnance because it's so slow. I'm thinking of a spraymine way up and it shoots strait down, but shotpitch doesn't seem to do anything for the spraymine class.

any ideas?
#15
Overdrive Terminal / Re: pins came off cpu...
December 21, 2009, 06:10:27 PM
some sockets have the pins on the socket instead of the chip. Make sure your socket isn't one of those before you send it in. I think my quad core is like that.

Edit: in fact it appears your motherboard has one of these sockets
http://en.wikipedia.org/wiki/LGA_775