Product Chat / Question about projectiletypes.

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dimoxinil
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Posted: 5th Oct 2015 12:32 Edited at: 5th Oct 2015 12:41
I am creating a Projectile weapon (plasma gun) for a character. Everything works fine if I use the rpggrenade in the gunspec.txt (projectile= rpggrenade). But when I attempt to add a new one, it stops functioning, even if I copy the template file rpggrenade.txt ( inside the projectiletypes folder) and changed its name.

There are fireball, handgrenade and rpggrenade inside the projectiletypes folder.

Anybody know if there is possible add new projectiletypes.

Thanks a lot for your time .
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Pirate Myke
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Posted: 5th Oct 2015 13:40
The actual projectiles are hard coded right now for fireball or missile.
The explosions are customize able right now.
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dimoxinil
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Posted: 5th Oct 2015 15:22 Edited at: 5th Oct 2015 15:22
Thank you very much for reply so quick.
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Pirate Myke
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Posted: 5th Oct 2015 18:46
Your welcome. No sense beating your head against the wall, when you could try something else.
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wermer
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Posted: 8th Oct 2015 20:56
I'm not sure what is meant by "hard coded" ... the names maybe? Maybe I am misreading the question, but Mike's answers isn't very helpful.
You CAN modify the projectile as long as you keep the name of an existing projectile.
As long as you don't intend to use "rpggrenade" and your custom "plasma gun" then just modify the rpg into your custom weapon(without changing any names).
I would love to see TGC release complete info on weapon customization, including ALL possible settings in gunspec.txt. I would like to see a complete explanation of requirements for \entitybank\weapons, \gamecore\ammo, gamecore\guns, and gamecore\projectiletypes.
The lack of proper documentation is really annoying to me.
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Pirate Myke
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Posted: 8th Oct 2015 22:38
Yes you can do as you say. but at the restriction you stated also.
The ability to add your own other projectiles that can be used by GameGuru will be added in in the future.

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dimoxinil
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Posted: 9th Oct 2015 07:40 Edited at: 9th Oct 2015 08:05
Thanks for the feedback, has been very helpful.
I will leave this to one side for the time being until TGC do something about it.

I am also having problems with the waypoints, stop working In complex scenarios. I have experienced every available options (example) , but getting them to work in complex scenarios is a pure lottery.

I suppose the best thing must wait until the nest updated. I have no other option.
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Pirate Myke
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Posted: 9th Oct 2015 13:14
Try spawning the characters and see if they respond as they should when spawned. Remember Zombies do not have waypoint code in them.
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dimoxinil
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Posted: 9th Oct 2015 13:38 Edited at: 9th Oct 2015 13:50
All the characters of my game are spawned and use their own (created exclusively for the game) AI script. In any event, I have also tabled some tests with the deafult model (Uzi Soldier) and AI script (ai_soldier.lua) and the result is the same. It is not to do with elevations of the terrain or forcesimpleobstacle command . I think that is a problem of performance/stress of the engine with complex scenarios. These problems do not happen in simple or empty scenarios

Be that as it may, thank you for your advice. Myke. Help is always welcome.
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Pirate Myke
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Posted: 9th Oct 2015 14:18
I am going to have to agree with you there, that when the engine gets a lot of stuff in it, this does break the AI's animations and movements.

I will be keeping an eye on this on internal testing and see if it gets better.

Thanks
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wermer
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Posted: 9th Oct 2015 21:41
"The explosions are customize able right now." - Pirate Myke
How are the explosions customizable?
You can change the size of the explosion with damageRadius, but there is always a visible explosion even when damageRadius is set to zero.
What if I don't want to have explosions, or have different ones like sparks or clouds?




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Disturbing 13
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Posted: 10th Oct 2015 04:34
I believe what Mike means is that you can change the graphic to where it is invisible but it will negate the use of that explosion graphic since you are effectively replacing it with one of your own.

@wermer- hard coded means it's something only truly accessible/changeable by the programmers. Creating new types and customizable types will come later. Right now it is just kind of there to show that it can be done. Hope that helps.


Pirate Myke
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Posted: 10th Oct 2015 05:07
The explosion decal for customization, and should be able to be used without the loss of another one. I will check with the programmers what needs to be changed in the files to allow use of different decals for explosions for other weapons.
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Teabone
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Posted: 10th Oct 2015 06:46
When will projectiles and the flashlight functions be made open?
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Pirate Myke
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Posted: 10th Oct 2015 12:33
Sorry, I do not have a date on this or even know if it falls under a voting feature. I will have to ask.
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Pirate Myke
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Posted: 12th Oct 2015 13:53
Ok, so under further review about changing custom explosions, I was mis informed and trying to add a new one makes the others in operable.

We are working to get some more explosions commissioned and into the program for use.

Sorry for the wrong information.
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dimoxinil
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Posted: 29th Oct 2015 13:11 Edited at: 29th Oct 2015 13:17


MUAJAJAJAJAJJAJAJAJA MUAJAJAJAJAJAJJA JAJAJJA ajun(cough)

I think ( it is possible that I have got this wrong ) I know where the waypoints problem lies. (tatatatatatta... drum roll) ..... The command AIGetTotalPaths() functions improperly when you have multiple paths in a gameguru scene.

If you substitute this command
for pa = 1, AIGetTotalPaths(), 1 do
For
for pa = 1, 100, 1 do
should do better. Unless you have more than 100 paths in your scene.

JEJEJEJEJE Soon I'll hang some videos of my game...... I believe store that will leave you astounded! Really? Really! JEJEJEJEJEE
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Pirate Myke
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Posted: 29th Oct 2015 16:07
Thank you for the post.
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LeeBamber
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Posted: 18th Nov 2015 13:31
One of our next major work items for early 2016 is what we are terming the LUA Architecture system, which will completely externalise all hard coded elements of the engine and allow them to be entirely customised. From this, you will be able to take full control of projectile launching and behaviour, plus what happens when the projectile reaches its destination. As it will be in LUA, it could get very 'cody', so we are also designing a way in which parts of the LUA script could describe a front-end GUI so non-scripters can control the attributes of the behaviour through sliders, value fields, colour wheels and other gadgets to allow everyone a degree of control and customizability.
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