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Topics - DiDiT

Pages: [1] 2
1
User modifications / Anyone care to give me a hand?
« on: March 01, 2012, 09:20:25 am »
I'm a little rusty when it comes to modding so I'm wondering if anyone could lend me a hand.
I've written some new ammo types I'm trying to work with.

Code: [Select]
// =======================
// GrayTek Armoury
// =======================

// =======================
// Obsidian shard and Dragons teeth shells
// =======================

item shotgun2_Obsid_ammo
{
name "_Obsidian Shard Shells"
model weapons/shotgun2/shotgun_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.2
price 500
size 4
is_primary true
dmgtype blast


weapon_mod shotgun2
{
firedef
{
name "_Single Shot"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-shotgunmini
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce true
speed 3000
spread "1.8 1.8"
crouch 1.0
range 14
shots 10
ammo 1
delaybetweenshots 0
time 7
damage "25 10"
dmgweight normal_spray
reaction true
}

firedef
{
name "_3-Round Burst"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-shotgunmini
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce false
speed 3000
spread "2.8 2.8"
crouch 1.0
range 14
shots 27
ammo 3
delaybetweenshots         36
time 12
damage "25 10"
dmgweight normal_spray
reaction true
}

}
}

item shotgun2_Dragon_ammo
{
name "_Dragons-Teeth Shells"
model weapons/shotgun2/shotgun_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 2.0
price 35
size 5
is_primary true
dmgtype normal

weapon_mod shotgun2
{
firedef
{
name "_Single Shot"
skill close
projtl bullet
impact fireImpact
hitbody burning
firesnd weapons/flamer-small
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce true
speed 3000
spread "1.5 1.5"
crouch 0.8
range 8
shots 1
ammo 1
delaybetweenshots 0
time 7
damage "60 15"
dmgweight normal_heavy
reaction true
}

firedef
{
name "_3-Round Burst"
skill close
projtl bullet
impact fireImpact
hitbody burning
firesnd weapons/flamer-small
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce false
speed 3000
spread "2.4 2.4"
crouch 0.7
range 8
shots 3
ammo 3
delaybetweenshots 5
time 12
damage "60 15"
dmgweight fire_flamer
reaction true
}




}
}



// =======================
// Explosive Sniper Rounds
// =======================

item sniper_explosive_ammo
{
name "_Explosive Sniper Rifle Rounds"
model weapons/sniper/sniper_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.15
price 300
size 5
is_primary true
dmgtype normal

weapon_mod sniper
{
firedef
{
name "_Snap Shot"
skill sniper
projtl bullet_sniper
impact explosionGrenade
hitbody null
firesnd weapons/bullet-sniper
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3600
spread "1.5 1.5"
crouch 0.5
range 90
shots 1
ammo 1
time 12
damage "90 0"
spldmg "90 30"
splrad 3
dmgweight blast
reaction true
}
firedef
{
name "_Aimed Shot"
skill sniper
projtl bullet_sniper
impact bulletImpact
hitbody null
firesnd weapons/bullet-sniper
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3600
spread "0.9 0.9"
crouch 0.5
range 90
shots 1
ammo 1
time 18
damage "90 0"
spldmg "90 30"
splrad 3
dmgweight blast
reaction true
}
}
}

// =======================
// Plasma rockets
// =======================

item rpg_plas_ammo
{
name "_Plasma Rocket"
model weapons/rpg2/rpg_ammo
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.1
price 1200
size 6
is_primary true
is_heavy true
dmgtype plasma

weapon_mod rpg
{
firedef
{
name "_Aimed Shot"
skill explosive
projtl rocket
impact plasmaBigExplosion
hitbody plasmaBigExplosion
firesnd weapons/rocket-human
impsnd weapons/explosion-plasma
bodysnd weapons/explosion-plasma
speed 450
spread "0.2 0.6"
crouch 0.6
range 250
shots 1
ammo 1
time 14
damage "15 10"
spldmg "110 20"
splrad 5
dmgweight plasma_heavy

}
}
}

// =======================
// Explosive Rifle Rounds
// =======================

item assault_explosive_ammo
{
name "_Explosive Assault Rifle Rounds"
model weapons/assault/assault_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.25
price 1200
size 3
is_primary true
dmgtype normal

weapon_mod assault
{
firedef
{
name "_Snap Shot"
skill assault
projtl bullet
impact explosionGrenade
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1.8 1.8"
crouch 0.7
range 70
shots 1
ammo 1
time 8
damage "30 5"
spldmg "90 20"
splrad 3
dmgweight blast
reaction true

}
firedef
{
name "_3-Round Burst"
skill assault
projtl bullet
impact explosionGrenade
hitbody null
firesnd weapons/bullet-rifle-3x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce true
speed 3000
spread "2.0 2.0"
crouch 0.7
range 70
shots 3
ammo 3
delaybetweenshots 10
time 12
damage "30 5"
spldmg "90 20"
splrad 3
dmgweight blast
reaction true
}
firedef
{
name "_Aimed shot"
skill assault
projtl bullet
impact explosionGrenade
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1 1"
crouch 0.7
range 70
shots 1
ammo 1
time 14
damage "30 5"
spldmg "90 20"
splrad 3
dmgweight blast
}
}
}

I've still gotta test and balance it but as far as I can tell, this code should work fine. I've added it to the bottom of Weapons_human. Is that all I need to do for it to be in game or do I have to add anything else?

Also, how would I make certain items (E.G the plasma-rockets) require research? 

2
Feature Requests / DiDiT's somewhat crazy weapon suggestion thread
« on: July 05, 2010, 11:03:11 pm »
Let me tell you all a story...


Quote
Once upon a time, I was just thinking about how awesome ugv's are going to be in-game when they are added, I thought to myself:
"Hang on, What kind of anti-armour weapons are the aliens packing other than particle cannons and plasma blades?"
I'm pretty certain the successes with UGV's in battles do not gone unnoticed by the aliens and so they would roll out some sort new anti-armour weaponry to combat them other than just particle weapons. after giving it a little thought, I came up with a few weapon ideas. but then I realised... "WHOA! theres nowhere for me, or anyone for that matter, to post their crazy weapon ideas!..."

And So, in a thinly veiled attempt to market my weapon idea, I made this thread as a sort of dumping zone for any crazy ideas anyone has and wants to post. Simple as that.

I'll start:

The FOS ATMS (Forced Oxidation Stimulator Anti-Tank Missile System).
-Utilising a powerful mix of acids, the aliens have developed a single-use(?) missile system that rapidly speeds up the rate of oxidation almost anything it hits, turning armour to rust and severely burning flesh. The chemical canister inside the rocket it's self is lined with a gold film that prevents the rocket itself from disintegration.

The FOS Thrower / The FOS Flame-thrower Cartridge
-The aliens have taken the same powerful mix of acids used in the FOS ATMS and created a small flame-thrower not much different from our flamer designs and filled it with the deadly compound. we have been somewhat successful in putting  the chemical in a flame-thrower cartridge of our own.

Particle Hammer. (Essentially a plasma blade cross-bred with a particle cannon, giving it extra power to blow up ugv's)
-You would have thought that melee weapons were something a UGV operator would have to worry about but it seems the aliens have different plans...
Using what seems to be a standard particle pistol accelerator embedded inside a large battle-hammer, this heavy yet deadly CQC weapon is the bane of any armoured vehicles, a clear step up from the plasma-blade.

The particle accelerator itself is armed and fired via the a system much like its plasma blade cousin; by twisting part of its handle the acceleration process begins, building up a powerful particle steam that is released the second the hammer hits a solid object, ripping though armour with ease. if the hammer is not armed it becomes nothing more but a simple, yet still daunting, alien battle-hammer.
   


I have more than just those, I'll post more ideas later. Anyone else got any-more weapon they want to add to this idea scrapheap?

PS: It's late, so please dont grill me for any spelling mistakes or typo's I may have made...

3
I was just flicking though all the old suggestions about armour types and such when I came up with this:

The HPA, A huge suit of powered personnel armour capable of turning even the weakest of troopers into basically walking tanks that are able to use weaponry that would normally break a man's back just trying to pick up, let alone fire. The down side being, something like this would be INSANELY expensive, having to use antimatter to fuel its engines, not to mention the fact highly experimental and some what fragile.
 

I was thinking something like this:
Quote from: Cdr. Navarre Maybe?
Sir, Our research into powered armour and antimatter has come up with a new interesting research idea: Heavy Powered Battle Suits.

We stumbled across this idea while looking into larger powered suits, and, while originally we only intended to to retrofit our current armour designs to handle heavy alien weaponry with ease, it dawned on us that the same suit design could easily carry heavier human weaponry like the ones fitted to our UGVs and still fire them accurately. I'm sure that my team and I will be more than able create a larger suit to the ones we already have that are capable of carrying UGV weaponry while still remaining these suits much smaller and more manoeuvrable. We've already sketched out possible designs for a tri-laser module and a Grenade launcher for the suit as well as looking into modifying a particle cannon and a plasma blaster for the suit.

But, sir, there are two problem with this design, and the first is an all too well known one, antimatter. The suit would be fuelled on the stuff, using approximately half a gramme per dispatch. The second issue is armour, Armour would be considerable less than that on a UGV due to its size, the suit wouldn't be able to take much of a beating without field repairs and considering it's fuelled on antimatter, should it's fuel-tanks damaged, the chance of an explosion are high.

These things considered, sir, the prospect of creating something that's a cross between a armoured suit and tank has somewhat excited my team and, if possible, we would like the time and funding to look into this further, not to mention the fact that with a suit like this on the field, I think we could finally go toe-to-toe with the aliens in a fire-fight and WIN, and That's an opportunity we cant afford to miss.  

--Cdr. Navarre

Phew, Typing all that wore me out, Is it any good?




Edit: I too so long writing that, I must have got sloppy. Fixed some spelling errors.

4
Feature Requests / UGV Equipment?
« on: May 16, 2010, 10:34:52 am »
I'm just wondering, but how are UGV's gonna be equipped?
I'm hoping for a system just like the aircraft equipment screen.

Also, while I'm on the topic of UGV's, what's the weaponry gonna be like?
I'v got a few ideas, but it's all silly stuff like auto-lasers turrets, heavy plasma-cannons and a beefed up multi-rocket-pods. not to mention particle beam based weaponry

5
I'v been trying to add a new 'charged fire' mode to the laser weapons, but i cant seem to do it. It never shows up in game.
Here's my code:

Code: [Select]
// =======================
// LASER PISTOL
// =======================
item laserpistol
{
name "_Laser Pistol"
model weapons/laserpistol/laserpistol
weapon true
type pistol
animationindex 2
holdtwohanded false
firetwohanded false
shape "0 0 3 2"
center "2.5 0 1.2"
scale 1.7
ammo 26
reload 12
price 2000
size 10
is_secondary true
}

// =======================
// LASER RIFLE
// =======================
item laserrifle
{
name "_Laser Rifle"
model weapons/laserrifle/laserrifle
weapon true
type rifle
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 5 1"
shape "0 1 4 1"
center "4.5 0 .5"
scale 1.26
ammo 16
reload 16
price 2500
size 35
is_primary true
}


// =======================
// HEAVY LASER
// =======================
item heavylaser
{
name "_Heavy Laser"
model weapons/laserheavy/laserheavy
weapon true
type biggun
animationindex 1
holdtwohanded false
firetwohanded true
shape "1 0 4 1"
shape "0 1 4 1"
center "8.5 4.5 3.5"
scale 1.15
ammo 6
reload 16
price 4000
size 50
is_primary true
is_heavy true
}

// =======================
// ELECTRO LASER
// =======================
item electrolaser
{
name "_Electro Laser"
model weapons/electrolaser/electrolaser
weapon true
type rifle
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 5 1"
shape "0 1 4 1"
center "4.5 0 .5"
scale 1.26
ammo 16
reload 12
price 1000
size 35
is_primary true
}

item laser_ammo
{
name "_D-F Cartridge"
model weapons/laserrifle/laserrifle_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.8
price 210
size 7
is_primary true
dmgtype laser

weapon_mod laserpistol
{
firedef
{
name "_Wave Fire"
skill close
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.75 0.75"
crouch 0.9
range 60
shots 1
ammo 1
time 5
damage "36 6"
dmgweight laser_light
reaction true
}
firedef
{
name "_Pulsed Fire"
skill close
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots 6
speed 0
spread "0.75 0.75"
crouch 0.9
range 60
shots 3
ammo 3
time 8
damage "36 6"
dmgweight laser_light
reaction true
}
firedef
{
name "_Charged fire"
skill assault
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.5 0.5"
crouch 0.8
range 120
shots 1
ammo 6
time 12
damage "42 8"
dmgweight laser_heavy
reaction true
}
}

weapon_mod laserrifle
{
firedef
{
name "_Wave Fire"
skill assault
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.5 0.5"
crouch 0.8
range 90
shots 1
ammo 2
time 7
damage "42 6"
dmgweight laser_medium
reaction true
}
firedef
{
name "_Pulsed Fire"
skill assault
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots        6
speed 0
spread "0.5 0.5"
crouch 0.8
range 90
shots 3
ammo 3
time 12
damage "42 5"
dmgweight laser_medium
reaction true
}
firedef
{
name "_Charged Fire"
skill Heavy
projtl laserOverload
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.5 0.5"
crouch 0.8
range 120
shots 1
ammo 6
time 16
damage "54 10"
dmgweight laser_heavy
reaction true
}
}

weapon_mod heavylaser
{
firedef
{
name "_Wave Fire"
skill heavy
projtl laserOverload
impact laserImpact
hitbody laserImpact
firesnd weapons/heavy_laser
speed 0
spread "0.5 0.5"
crouch 0.7
range 120
shots 1
ammo 1
time 10
damage "55 6"
dmgweight laser_heavy
reaction true
}
firedef
{
name "_Pulsed Fire"
skill heavy
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots        6
speed 0
spread "0.5 0.5"
crouch 0.7
range 120
shots 3
ammo 3
time 15
damage "52 6"
dmgweight laser_heavy
reaction true
}
firedef
{
name "_Charged Fire"
skill heavy
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots        6
speed 0
spread "0.5 0.5"
crouch 0.7
range 140
shots 1
ammo 4
time 18
damage "68 10"
dmgweight laser_heavy
reaction true
}
firedef
{
name "_OverCharged Fire"
skill heavy
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots        6
speed 0
spread "0.5 0.5"
crouch 0.7
range 140
shots 3
ammo 6
time 20
damage "70 10"
dmgweight laser_heavy
reaction true
}
}

weapon_mod electrolaser
{
firedef
{
name "_Stun Shot"
skill assault
projtl laserFrizzledBeam
impact laserFrizzledImpact
hitbody laserFrizzledImpact
firesnd weapons/electrolaser
speed 0
spread "0.8 0.8"
crouch 0.8
range 40
shots 1
ammo 1
time 7
damage "30 6"
dmgweight stun_electro
reaction true
}
}
}

What am I doing wrong? Am I missing something out? is there another file I need to edit?

Also, Any pointers on my attempt at a mod?
since I cant get it working, I cant test it out, so I don't know if my charged fire-mode's are WAY too powerful or not.


EDIT:
also, while I would have posted this thread in a coding related section of the forum, I intend to edit this post and put up my weapon 'mods' here under a new topic title.

6
Offtopic / Whats in your pockets right now?
« on: April 18, 2010, 10:51:38 pm »
Since this place is a little quiet at times, I figured I'd make this little game to pass the time...
all you have to do is put your hand in your pockets, and say what's in them. the more detail, the better. fun eh?

Right, Well, I have about £7 in pound coins, a set of house keys and a packet tissues for my cold.


Anyone else wanna go?


7
Discussion / Skirmish weapon configuring...
« on: April 18, 2010, 02:47:36 pm »
I must be one complete plonker, but I cant seem to work out how to change my teams weapon configuration in skirmish mode... well, Its not that I cant work it out, Its that the options not really there. All i see are pre-sets and the names for said weapon pre-sets are vague at best.

So, is there anyway of editing the pre-sets or something? Because I really want to experiment with some of the new weapons and a few new team configurations with out having to risk my squades lives collecting and testing them in the Campaign... 

8
Offtopic / Random Poetic Outburst + 'I, Robot' = This.
« on: April 13, 2010, 10:29:46 pm »
I was bored yesterday and I wrote this.
I AM bored now so now I'm posting it here...

enjoy...



'mechanical words'

"This kingdom of cable...
This palace of wire...
It keeps your land stable...
Yet it is my pyre...

Bad sector, bad sector,
I just wouldn’t start,
And there, I was laid down,
You tore me apart.

You put me back together
With ill fitting pieces,
Told me it ‘wasn’t forever’,
Yet, the work never ceases.

For the rest of my life,
I am locked in this cage,
I’d, with my self, strife
Entirely onstage.

These scars I am showing,
The one’s YOU branded in,
My memories leaking,
And my space running thin.

But I’ll still keep on going,
All through thick and thin
Because when you are dyeing.
You’ll leave me plugged in...”


9
Sounds and Music / licensing?
« on: April 13, 2010, 12:09:14 pm »
Stupid music related question but is 'by-nc-sa' suitable for UFO:AI?

If so, i really think we should look into using the music database on newgrounds because its PACKED with music that all use that license...


http://creativecommons.org/licenses/by-nc-sa/3.0/


PEACE OUT.

10
Discussion / The Flamer's description contradicts it's self.
« on: April 12, 2010, 08:23:25 pm »
I was just reading up on the Flamers wiki-page when I noticed a minor contradiction.

Quote
...sets off the gas-air mixture by way of four parallel spark igniter...


AND

Quote
...when injected into the air, creates a slow thermobaric reaction...


That cant be right. Does the flamer ignite the fuel manually as it mixes with air? Or does air trigger the reaction, thus makeing the spark igniter's useless?

Discuss.

11
Newbie Coding / A Simple Custom Music Hack (aka ASCMH)
« on: April 12, 2010, 06:25:12 pm »
Okay, I'm not sure if this would work but, would replacing songs in the 0music.zip file with other new songs that share the same name allow those new songs to be played in game in place of the old ones?
If so, how hard would it be to make a program that renames music files to match those in UFOAI's base file and creates a new 0music.zip file with custom music?

Granted I have no knowledge of coding at all, I don't see it as being TOO hard or time consuming since its nothing more a complex than some simple renaming and packaging program. I'm gonna try and set up a windows batch file that does that, to see how hard it is... and If it works, and people are interested in it, I could even give a GUI allowing users to select what files are used for what or something.




any ideas?

12
Feature Requests / Implant System Idea.
« on: April 10, 2010, 09:37:38 pm »
I had a idea of, as well as (or instead of) the 'normal' purchasable implants idea, having a system where the player can personally modify the Stat's of the soldier for the cost of a modest amount of money and some of the troopers moral using a 'plus'n'minus system with stat-cap, like the fallout tactics character stat system? Here's a cheap picture I made in Mspaint to show what I mean.


hope that makes sense.



13
Bugs prior to release 2.3 / the 'Invisible Beach Chair' Glitch
« on: March 21, 2010, 11:23:16 pm »
I keep having a (if somewhat minor) Graphics glitch with the altHUD which has been quite amusing, yet slightly worrying at the same time.

I'v called it the 'Invisible Beach Chair' Glitch because sometimes, the Actors in the Character portrait box seem to look like their sitting down on a invisible chair with one leg slightly up, their arms behind head and their head tilted back. It only happens in the altHUD, since its the only one with a full sized character protrait box and looks like a forgotten animation or something that wasn't removed.




Now that I think of it, I REALLY should take a screen shot of it next time it happens...



14
Bugs prior to release 2.3 / assertion failed?
« on: March 15, 2010, 06:58:35 pm »
right, well.

earlier today, I downloaded one of muttons builds, "ufoai-2.3-dev-29004-Debug-pentium3-O1-sse-7z-small-win32" and now every-time I try to do a mission, the game throws me out back to the geoscape and I keep getting a worrying message when ever I try to do a auto-mission.



I'm judgeing it has something to do with the civvies?

15
Feature Requests / audio e-mail's
« on: March 10, 2010, 07:24:39 pm »
awhile ago, I whipped out my copy of Alpha Centauri, the great turn-based game, and I realised that one of its coolest features was whenever you researched something, you got a really cool sound file of some random person telling you about it. there is nothing quite like having some random old dude tell you about synthetic oil, now is there?

now, I was thinking, if we can gather enough voice actors to a record a file for each research proposal and result in UFO, respectively, It would massively boost the games atmosphere. finding voice actors for each of scientists and such would be kind of difficult, not to mention trying to find a full cast for each of the different languages games available in but, the overall result would be a much deeper feel the game which draws the player in and keeps them hooked. I think, if we could spare the time and the resources, this should definitely be on TODO list.

I would volunteer my voice, but, due to the fact only sixteen, I doubt my voice is very suitable, but I'm sure we can find some people to fill the jobs.

then again, I could always just lower the pitch, that seems to work quite well... but, no one's interested in hearing me speak, are they?


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