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Lethal Dosage

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26th August 2007

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#31 11 years ago

Wow, thats no small task! Thank god Pilla got stuck with that one! :D Step 3 will be damn hard, the only way i can think of doing it will be with an invisible explosion, the effects, crater and the splats can all be removed by the weapon. Step 4 however i don't think is possible, at least not with CoH. AFAIK weather effects and the such are only able to be applied to a map, so if you say wanted to start a scripted map with a nuke going off, and have the gameplay in the fallout, you'd have to get the mapper to add the changed weather effects on a delay after the "nuke" event,. But all that's out of my area of knowledge.




Sgt. D. Pilla

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23rd October 2007

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#32 11 years ago

Hay pilla I would like to ask you if you could a small favor for me. I want you to create a tactical nuke for coh heroes…. I know this sounds far fetched now but I have thought out a way to do this via coding, sadly I am a amateur coder and this requires a lot of in depth knowledge.

Step 1: initial explosion (v1 blast)

Step 2: area around explosion burst into flames (1-1.5 seconds after explosion)

Step 3: shock wave demolish burning area (2 seconds after area burst into flames)

Step 4: fallout rains from sky over map (50 seconds after blast)

I have come to conclude that step 2 and step 4 will be the hardest to code.

For step 1 just have a projectile with an enlarged v1 explosion

For step 2 you must code a giant flame grenade like effect that extends out of the explosion radius and catches every thing on fire that kills all infantry, but dose little to tanks or buildings besides catching them on fire.

For step 3 you will haft to create an invisible effect that obliterates objects that survived the inferno.

For step 4 you should have a delayed trigger that causes a snow effect, that while in effect will cause infantry to after a period of 5 minutes to randomly die off 1 by 1. (this effect is not required but would add allot of realism to the bomb)

Well that’s it for my request. I hope you can do this pilla but if you cant I will understand.

Shouldn't be tooo difficult. I'll give it a try in my free time. Step 1) Dupe V1 Weapon and Projectile entitys. Step 2) Add on dentonate/death actions to have flame effects similar to the flame grenande thingo's Step 3) To Damned difficult Step 4) basically not going to happen I'll give it ago, but no promises




Lt_Apollo

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17th November 2007

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#33 11 years ago

thanks, i only want the shock wave to kill of the buildings and tanks, you could though combine it with the incendiary efffect. and fallout would a be a weather efffect.




Lt_Apollo

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17th November 2007

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#34 11 years ago

hears a list of workaround that where suggested to me on the OMG forums. (this is not for the OMG mod, these ideas are merely what they posted in response to my attempts to create a tactical nuke for my modification) OMG Comunitys Sugestions. 1.Fallout "overlap an effect of "fallout snow/ash w/e" falling on the screen at the very top. make mini mortar shells(invisible) of no splash and no penetration/damage to vehicles and buildings but insta-kill infantry drop around the whole map." 2.Fire storm (I personaly don't like this suggestion) "Step2 is really easy if you can change the AOE on flames. or just call in a million mortar half track rounds to fall during the v1 explosion so you dont notice them incoming." 3. Whole process (Realy simple and crude dicount this sugestion) Drop v1. Drop firestorm around the v1 area. Drop more firestorm Drop motar barage around firestorm area and inside of it. MY IDEAS Step 1 Create a larger more powerful v1 explosion ( i think you can make the effect bigger by editing the simbox code and visual code) also it would be nice to have the explosion cast off smoke as well Step 2 go with your idea Step 3 invisible strike that hits just after the explosion (code in with V1 launcher) Step 4 Trigger snow effect. create an invisible flame effect that covers the map and slowly kills infantry like a flame grenade without the visual effects and like 5 dmg every 10 seconds to infantry.




Lt_Apollo

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17th November 2007

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#35 10 years ago

ok i have one small request. i heard on relic forums about model mixing (see link RelicNews Forums - How-To: Change Character Models without Modeling tools.) but it requires "alpha channels" to successfully mix models. i currently have no information on how i would do this and if you could look into it and send me some information on the subject it would be highly appreciated. i am trying to create two models from this, one a storm trooper with an trench coat, the other a grenadier with engineer arms i hope to complete the first one by mixing the storm trooper head and helmet with the maximillian_voss body. i have seen this successfully done with the PE grenadier so i know it is possible. the second i can complete 2 ways. mix in engineer arms to grenadier body and re-skin the model, or remove the backpack and add the grenadier helmet to the engineer (not desirable)




Lethal Dosage

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26th August 2007

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#36 10 years ago

Model mixing is good, although i don't really bother with alpha channels, i just remove the undesired sections of the skins. It's imposible to tell if certain combinations will work until you try them, but i'm curious why you want specific combinations, instead of just a desired "look". For example you want the Stormtrooper head with the Voss body, but why the stormtrooper head? Why not the PGren head or Gren head? And likewise, why exactly do you want to mix the Engineer arms to a Grenadier body... whats wrong with his arms? I do know that the Engineer doesn't like some combinations, and likewise the Volksgrenadier is very hard to mix with other models correctly.




Sgt. D. Pilla

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23rd October 2007

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#37 10 years ago

Wo! I forgot about this thread, Sorry lads! Apollo, I had no luck with what I was going to try, I got 90% done, but then failed, not that I tried for long, more like 5 minutes :/




Lt_Apollo

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17th November 2007

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#38 10 years ago

lol i have successfully mixed the PG with voss body but am getting pink hands i am currently fixing it. i have also used this model to replace the axis grenadier and so far it is working as i planed. o ya i wanted rolled up sleeves on grenadier only model with it is engineer so ya that's my reason for that. how do i remove sections from the skin? i don't quit get that but i will contuie my experiments as this is an interesting area of exploration.




Lt_Apollo

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17th November 2007

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#39 10 years ago

well got pat 1 wall to hit another lol. ok pink hands are gone but i didn't like the color of the coat so i went in to edit the skin, so i edit the skin and guess what CoH now starts reading the removed parts! now i have the cap poking out of my guys helmet....... o ya this is a template i have found online i still don't know how to create alpha channels or remove parts.




Lethal Dosage

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#40 10 years ago

Well i use GIMP, and when editing the texture all i do is use the Erase tool, or for larger areas i use the selection tool and "Cut" the selected area out... there's no fooling with alpha channels. The pink has bit sounds like it was a bad path in the respective .rgm file. The PGrenadier mixes very well, the other day i managed to mix the PGrenadier with the Volksgrenadier equipment and Fallshirmjager A-Frame. What i'd really love though, is to find a model that'll porvide a large rectangular backpack that i can use as a german Tornister (pack). I've tried the Sapper's pack, but it won't work 100%, there's no way to remove these straps that stick up in the air. Anyone got any suggestions? (Maybe someone should start an archive thread for mixed models as a resource for modders and skinners)