devinpatterson Posted May 28, 2014 Author Share Posted May 28, 2014 DevP. If you can get me a handcanon that is a weapon and the same scale as the mech I'd love to start toying around with different weapon systems. OK I think we might have a bit of confusion, so I'll try to follow up this evening or tomorrow morning and see if I can clarify some points. Link to comment Share on other sites More sharing options...
irswat Posted May 30, 2014 Share Posted May 30, 2014 I understand what you are trying to do but I wanted to try a different approach in the mean time. If you could give me one hand canon weapon that's the same scale as the mech I can use it to to toy around with some stuff. I dont know how to scale up the power fist to the size of the mech or I would do it. I've lost interest in the project due to lack of momentum and would like to keep pressing forward. If you could give me a should mounted rocket launcher thatd be sweet too I'll see if I can't script up some cool stuff. Link to comment Share on other sites More sharing options...
devinpatterson Posted June 16, 2014 Author Share Posted June 16, 2014 I understand what you are trying to do but I wanted to try a different approach in the mean time. If you could give me one hand canon weapon that's the same scale as the mech I can use it to to toy around with some stuff. Yeah you don't want to do that. It's important to keep the weapons the same scale because various mechs will differ in scale while in game, and changing the base scale of the item will completely fubar that relationship. The only place that would be useful to apply would be the go/world model, but I won't be using one as the weapons are not discreet items that can be dropped, stored etc. However if you still want one, I can scale the arm canon up 3.3X for you. Let me know. I dont know how to scale up the power fist to the size of the mech or I would do it. You don't need to, it's automatically the same size due to the setscale command. I've lost interest in the project due to lack of momentum and would like to keep pressing forward. While I can understand your frustration, I think it's important to keep modding and RL in their respective perspectives. RL comes first, and modding is a hobby, so the time I spend on it is variable. If you could give me a should mounted rocket launcher thatd be sweet too I'll see if I can't script up some cool stuff. yep it's one of the weapons I have planned. I regard to actual scripting, there is some code I could use. I need a script that swaps out armor based on the armor's health. Essentially this will allow me to show accumulated damage to the mech. It should be a pretty simple quest script that just polls (via getEquippedCurrentHealth) the specific armor or form type id (24) and has some basic levels of armor health. Say 0-33, 33+ to 66 and 66+ to 100. When the armor health drops or rises above those levels a armor switch will appear to show a more damaged model. I may include many more levels for a more graduated change, and also include some special effects like flame, smoke or electrical arcs to really drive home the damage. If you don't want to work on it, no worries, I understand, and I'll cobble it together when I have some free time. But if you want to take care of that it will save me some work. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted July 1, 2014 Share Posted July 1, 2014 Is this thing still going ahead? Because I really hope it is! Link to comment Share on other sites More sharing options...
devinpatterson Posted July 1, 2014 Author Share Posted July 1, 2014 Is this thing still going ahead? Because I really hope it is! I havn't worked on it recently, spread a little thin with no time and a lot of projects. I was waiting for Irswat to write up the script to swap out models as the mech is damaged (as he has been gung ho for a script related task on this project), but I havn't heard anything from him yet. Link to comment Share on other sites More sharing options...
irswat Posted July 2, 2014 Share Posted July 2, 2014 I do not currently have access to my computer. When I do I will work on this damaged armor script as well as the weapon script we discussed. Can you release a version with the dmg modification script, the mech footstep crush script, and the scaled up hand cannon?Is there anyone who is good at HUD scripting? I would really like to incorporate a HUD into this thing and don't feel like learning .css scripting. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 3, 2014 Author Share Posted July 3, 2014 I do not currently have access to my computer. When I do I will work on this damaged armor script as well as the weapon script we discussed. Don't sweat it, I'll try to squeeze it in between projects, but if you get to the damage script before I do, then all the better. No pressure though. Can you release a version with the dmg modification script, the mech footstep crush script, Sure no problem. and the scaled up hand cannon? You wouldn't find my hand cannon usable, as I detailed in post #173. It doesn't have it's own discreet mesh. However I can port the canon in it's original form for you and scale it. I suspect your still not quite understanding what I'm stating about keeping the scale at 1.0, but no biggie. Do you want the 3.3 setting applied to both models (including the world/go model)? Get back to me and I'll put it together for you. Is there anyone who is good at HUD scripting? I would really like to incorporate a HUD into this thing and don't feel like learning .css scripting. I don't know of anyone. Link to comment Share on other sites More sharing options...
irswat Posted November 11, 2014 Share Posted November 11, 2014 im ready to do this. tell me what to do Link to comment Share on other sites More sharing options...
devinpatterson Posted November 12, 2014 Author Share Posted November 12, 2014 im ready to do this. tell me what to do OK I'll try to find some time to start up again. A script to swap out armor based on the items health would be a good place to start (I also want to use it on some other armors to show wear and tear, for example some of the ranger vet armors). I'm fairly confident re: the way I'll be handling weapons (by changing the mechanics, at least visually, I believe it will increase immersion), but I'm curious what you had in mind, regarding them....so that we're both on the same page. I"m afraid the HUD may be a little ways down the road (since neither of us are familiar with it, and I havn't found anyone able to donate some help), which is a shame because more than anything it will contribute to real immersion in the mod while in first person mode :( But I'm curious about your comment re: CSS; Is there anyone who is good at HUD scripting? I would really like to incorporate a HUD into this thing and don't feel like learning .css scripting. I know we have access to XML, but I wasn't aware the game engine could process CSS. However I know next to nothing about the HUD, so I was hoping you could clarify. Link to comment Share on other sites More sharing options...
irswat Posted December 18, 2014 Share Posted December 18, 2014 Do we need other models of the armor that are damaged?I was just going to use powerfist weapons that were sized up then script projectiles, laser, guass canon, whatever to come out of the powerfist. It's been a while since I looked at the HUD files I think you might be right they are in xml format, not css. Link to comment Share on other sites More sharing options...
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