I could use a little help with the cannon attacks... based on the attacks in cwe and b&g people know a lot more about the physics and such of attacks than I will ever know... if you could help out in refining the attacks that would be greatly appreciated...
CW im am shooting for... trying to get working right
any one that helps simply use duplicate feature and rename
the attacks with your id on the end... thanks...
parrot cannons
10 lb shot explosive cannon ball -primary attack
10 lb solid shot rolling cannon ball
10 lb shell high explosive
10 lb shell fused detonates on time fuse -special attack i
10 lb case round -special attack i
10 grape shot...
rail cannon fixed cannon -- long range
12 lb shot explosive cannon ball -primary attack
12 lb solid shot rolling cannon ball
12 lb shell highly explosive (click half distance to increase range?)
12 lb shell fused detonates on time fuse
12 lb air burst case round... (timer promote maybe)
12 lb case round
Cohorn Mortor
mortor round
Case round
bag of nails
thanks for any help along these lines...
ron.. aka Point..
http://hl.udogs.net/files/Uploads/%20Us ... agsetbeta/
CWR and E attacks I am shooting for.... help!
CWR and E attacks I am shooting for.... help!
Last edited by Point on Wed Mar 21, 2007 8:53 pm, edited 1 time in total.
if one does not learn from the failings of the past they are likely to suffer its return.
still hoping for a little help with these.. :)
still hoping for a little help with these.. from some one that understands promtions.... of projectiles... for I simply keep messing things up more each time I try to improve things.
something along these lines....
10 lb shell... trigger-flash-smoke-projectile accurate fast- projectile less accurate slower- projectile not accurate slowing --- with impact in any three promotions... = impact burst-mesh dent-stain-smoke- fragment projectiles..
12 lb shell... trigger-flash-smoke-projectile accurate fast- projectile less accurate slower- projectile not accurate slowing --- with impact in any three promotions... = impact burst-mesh crater and stain-smoke- fragment projectiles..
mortor shell... arched projectile...
bullet... promotions for CWE... still need help aswell..
thanks to anyone that can try to help with these...
something along these lines....
10 lb shell... trigger-flash-smoke-projectile accurate fast- projectile less accurate slower- projectile not accurate slowing --- with impact in any three promotions... = impact burst-mesh dent-stain-smoke- fragment projectiles..
12 lb shell... trigger-flash-smoke-projectile accurate fast- projectile less accurate slower- projectile not accurate slowing --- with impact in any three promotions... = impact burst-mesh crater and stain-smoke- fragment projectiles..
mortor shell... arched projectile...
bullet... promotions for CWE... still need help aswell..
thanks to anyone that can try to help with these...
if one does not learn from the failings of the past they are likely to suffer its return.
trying to explore the anantomy of a cannon shot...
Projectiles.... trying to explore the anantomy of a cannon shot...
Before I attempt to build this anyone with knowledge of this kinda thing want to clue me in on which tags to build this upon... or what I might be forgetting thanks....
Projectiles....
#attack-triger A -10lb-PJ --->
#attack-flash A- 10lb-PJ --->
#attack-fSmoke A-10lb-PJ --->
#attack-shell A1-10lb-PJ ---> ( Promotions for range?) ) ---> #attack-Contrail-10lb-PJ --->
#attack-Impact hit-10lb-PJ --->
#attack-impact dent-10lb-PJ (or crater) --->
#attack-impact burst flash-10lb-PJ --->
#attack-impact burst debri-10lb-PJ --->
#attack-impact stain10lb-PJ --->
#attack-impact explosion-10lb-PJ --->
#attack-impact fire-10lb-PJ --->
#attack-impact smoke-10lb-PJ --->
#attack-impact fragments-10lb-PJ
Pojectile Groups.....
#attack-Arty Fire-10lb-PG
#attack-Arty Flight-10lb-PG
#attack-Arty Impact-10lb-PG
Objects....
#attack-Arty Shell-OBJ
#attack-Arty Shrap metal-OBJ
#attack-Arty effects-OBJ
I tried using chaos to extract some cannons and try to follow the path though now I am even more lost
Before I attempt to build this anyone with knowledge of this kinda thing want to clue me in on which tags to build this upon... or what I might be forgetting thanks....
Projectiles....
#attack-triger A -10lb-PJ --->
#attack-flash A- 10lb-PJ --->
#attack-fSmoke A-10lb-PJ --->
#attack-shell A1-10lb-PJ ---> ( Promotions for range?) ) ---> #attack-Contrail-10lb-PJ --->
#attack-Impact hit-10lb-PJ --->
#attack-impact dent-10lb-PJ (or crater) --->
#attack-impact burst flash-10lb-PJ --->
#attack-impact burst debri-10lb-PJ --->
#attack-impact stain10lb-PJ --->
#attack-impact explosion-10lb-PJ --->
#attack-impact fire-10lb-PJ --->
#attack-impact smoke-10lb-PJ --->
#attack-impact fragments-10lb-PJ
Pojectile Groups.....
#attack-Arty Fire-10lb-PG
#attack-Arty Flight-10lb-PG
#attack-Arty Impact-10lb-PG
Objects....
#attack-Arty Shell-OBJ
#attack-Arty Shrap metal-OBJ
#attack-Arty effects-OBJ
I tried using chaos to extract some cannons and try to follow the path though now I am even more lost
if one does not learn from the failings of the past they are likely to suffer its return.
Still working on this will little success.. :(
Projectiles.... trying to explore the anantomy of a cannon shot...
this is what i hope the final will look something like...
though so far its not working so well... it seems it randomly leave out some of the projectiles in the group maybe it only allows one time per projectile group or something anyway i get random results.. either a great damage doing attack or a great looking attack... it doesn't seem to let me have both at once.. ;(
#AT1- triger A -10lb-PJ
--->#AT02- flash A- 10lb-PJ (fire flash at shot)
--->#AT03- fSmoke A-10lb-PJ (smoke from barrel)
+ mesh efect of cannon firing.. small and harmless...
--->#AT04a- shell A1-10lb-PJ (projectile)
--->#AT04b- shell A2-10lb-PJ ( Promotions for range)
--->#AT04c- shell A3-10lb-PJ ( Promotions for range)
--->#AT05-Contrail-10lb-PJ (projectile contrail)
--->#AT06-Impact hit-10lb-PJ (does damage)
--->#AT07-impact dent-10lb-PJ (or crater)
+ mesh effect dent or crater in mesh
---> #AT08-impact burst flash-10lb-PJ (fire flash)
---> #AT09-impact burst debri-10lb-PJ (promotes to sand dirt etc..)
---> #AT10-impact stain10lb-PJ (scare on mesh)
---> #AT11-impact explosion-10lb-PJ (if explosive round boom)
---> #AT12-impact fire-10lb-PJ (not always initiated) ground burned
---> #AT13-impact smoke-10lb-PJ (b&g pillowing smoke)
--->#AT14-impact fragments-10lb-PJ ( big chunks)
--->#AT14-impact shrapnell -10lb-PJ (small chunks)
---> #AT15-fragments contrail-10lb-PJ
---> #AT16-impact smoke fade-10lb-PJ (smoulder in crater)
this is what i hope the final will look something like...
though so far its not working so well... it seems it randomly leave out some of the projectiles in the group maybe it only allows one time per projectile group or something anyway i get random results.. either a great damage doing attack or a great looking attack... it doesn't seem to let me have both at once.. ;(
#AT1- triger A -10lb-PJ
--->#AT02- flash A- 10lb-PJ (fire flash at shot)
--->#AT03- fSmoke A-10lb-PJ (smoke from barrel)
+ mesh efect of cannon firing.. small and harmless...
--->#AT04a- shell A1-10lb-PJ (projectile)
--->#AT04b- shell A2-10lb-PJ ( Promotions for range)
--->#AT04c- shell A3-10lb-PJ ( Promotions for range)
--->#AT05-Contrail-10lb-PJ (projectile contrail)
--->#AT06-Impact hit-10lb-PJ (does damage)
--->#AT07-impact dent-10lb-PJ (or crater)
+ mesh effect dent or crater in mesh
---> #AT08-impact burst flash-10lb-PJ (fire flash)
---> #AT09-impact burst debri-10lb-PJ (promotes to sand dirt etc..)
---> #AT10-impact stain10lb-PJ (scare on mesh)
---> #AT11-impact explosion-10lb-PJ (if explosive round boom)
---> #AT12-impact fire-10lb-PJ (not always initiated) ground burned
---> #AT13-impact smoke-10lb-PJ (b&g pillowing smoke)
--->#AT14-impact fragments-10lb-PJ ( big chunks)
--->#AT14-impact shrapnell -10lb-PJ (small chunks)
---> #AT15-fragments contrail-10lb-PJ
---> #AT16-impact smoke fade-10lb-PJ (smoulder in crater)
if one does not learn from the failings of the past they are likely to suffer its return.
still trying to get this right.... the movie shows some...
if one does not learn from the failings of the past they are likely to suffer its return.