Galactic Colossus can throw units W/ Download (v0.6)

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Re: Galactic Colossus can throw units W/ Download (v0.2)

Postby Krapougnak » 04 Aug 2014, 15:31

What can I say ... wonderful ! You did it again. 8-)
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Re: Galactic Colossus can throw units W/ Download (v0.2)

Postby Resin_Smoker » 04 Aug 2014, 18:31

Krapougnak wrote:What can I say ... wonderful ! You did it again. 8-)


: )

It has occurred to me that adding a "thread" to the target unit being tractored could help with the minor script error i noticed earlier.
In a nutshell the target would have a local watch thread (for the unit) that disables the weapons, animations, target-ability, and sets the unit as damage immune. The idea is that with all that disabled units are less likely to cause problems during the tractor event, which sends the target flying off. Should the tractor be disabled or not complete, the watch thread would self terminate restoring the unit to normal operation.

Note: Will try this out later tonight as time permits.

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Re: Galactic Colossus can throw units W/ Download (v0.2)

Postby Resin_Smoker » 04 Aug 2014, 19:27

Code: Select all
do

local oldUnit = Unit
Unit = Class(oldUnit) {

   ColossusTractorWatchThread = function( self, tractorUnit )
      LOG( 'Unit.lua, ColossusTractorWatchThread: ', boolean )
      if boolean == nil then WARN( 'Unit.lua, ColossusTractorWatchThread, boolean missing or failed to pass' ) return end
      if tractorUnit and not tractorUnit:BeenDestroyed() and self:IsUnitState( 'Attached' ) then
         self.DisableUnitForGCTractor( true )
         while self and not self:BeenDestroyed() and self:IsUnitState( 'Attached' ) do
            WaitSeconds( 1 )
         end
         if self and not self:IsDead() then
            self.DisableUnitForGCTractor( false )
         end
      end
   end,

   DisableUnitForGCTractor = function( self, boolean )
      LOG( 'Unit.lua, DisableUnitForGCTractor: ', boolean )
      if boolean == nil then WARN( 'Unit.lua, DisableUnitForGCTractor, boolean missing or failed to pass' ) return end
      if boolean then
         for i = 1, self:GetWeaponCount() do
            local wep = self:GetWeapon( i )
            wep:SetEnabled( false )
         end
         self:SetCanTakeDamage( false )
         self:SetCanBeKilled( false )
         self:SetDoNotTarget( true )
         self:SetImmobile( true )
         self.SetUnSelectable(self, true)
      else
         for i = 1, self:GetWeaponCount() do
            local wep = self:GetWeapon(i)
            wep:SetEnabled( true )
         end
         self:SetCanTakeDamage( true )
         self:SetCanBeKilled( true )
         self:SetDoNotTarget( false )
         self:SetImmobile( false )
         self.SetUnSelectable(self, false)
         if self:IsUnitState( 'Attached' )
            self:DetachFrom()
         end
      end
   end,

}

end
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Re: Galactic Colossus can throw units W/ Download (v0.3)

Postby Resin_Smoker » 06 Aug 2014, 06:24

Uploaded v0.3....

While this works better I'm coming to the realization that in order to fix the CG's issues with the beam weapons getting "stuck" that I may have to create an entirely new system to resolve it. Reason for this is that beam weapons have a very difficult time tracking units in many situations. The GC tractors are not immune to this as the tractors are "beam" based.

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Re: Galactic Colossus can throw units W/ Download (v0.3)

Postby Resin_Smoker » 07 Aug 2014, 20:38

Working on v0.4...

I have a working system that doesn't use a beam weapon and this hopefuly avoids some of the issues that come with beam weapons. Currently the biggest issues are applying the special effects and sounds as this system isn't covered under FA's current system.

Oh before I forget... The GC's main weapon now performs much better vs large numbers of small targets. Did this without altering the base stats too!
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Re: Galactic Colossus can throw units W/ Download (v0.3)

Postby dstojkov » 08 Aug 2014, 18:34

Hi


I had a GC with 2 laser beam arms instead of 2 tracking claw ... so nice ... but well all is now gone since my mod has been deleted from rapidshare :-(
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Re: Galactic Colossus can throw units W/ Download (v0.3)

Postby Golol » 08 Aug 2014, 19:52

lol this should be implemented.with isignificant damage for the coolness :D
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Re: Galactic Colossus can throw units W/ Download (v0.3)

Postby Resin_Smoker » 10 Aug 2014, 01:15

Made huge progress over the last few days!

1) The beam weapon is no long used to tractor in units.
2) Now using a projectile weapon to both draw in and fire the units.
3) The unit sounds have been matched to fix the new abilities. No more of the annoying "roar" but instead there is a tractor sound thats pretty convincing.
4) Visual effects work but I'm still handling / working out a better means of implementing them.

Things to do...
1) Rework the units death even so the death sounds match the units death animation.
2) I may create a new unit out of the CG's eyeball after it's body falls. This would work a little bit like a beam gunship but with reduced firepower as the body is no long attached to power the beam.

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Re: Galactic Colossus can throw units W/ Download (v0.3)

Postby Resin_Smoker » 10 Aug 2014, 03:07

Video of the recent changes in action !!!

https://www.youtube.com/watch?v=iV8YBXVxxeI&feature=youtu.be
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Re: Galactic Colossus can throw units W/ Download (v0.4)

Postby Resin_Smoker » 10 Aug 2014, 03:39

Released v0.4 !
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