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Thread: RINCEWINDER - Combat Effective Magick System

  1. #71
    Master Sergeant Icewindo's Avatar
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    Quote Originally Posted by Rydygier View Post
    Great.



    Sounds good.



    Hmm. Indeed, there is such thing. Probably "Trigerhappy Choppers" or this by zGuba.
    Ok here's an updated file:
    http://www.mediafire.com/?tonb3n9gpg67yyn

    - removed tracers from weapon config
    - set delay between firing to 6s

    the claw and mouth animation is kinda broken though now, will have to fix it again since I accidently deleted their axis

    They are not more triggerhappy I think, will have to experiment with some more values.


    Also if you check out the dragons on the west side in the editor you might find a new unit under "Earth elemental" . It's pretty basic (some stones at different size) but with some smoke particle effects thrown it might look good I think.

    I used this script to animate the elemental:

    PHP Code:
    while {alive a2} do {
    a2 animate ["small"1];
    a2 animate ["small2"1];
    sleep 0.1;
    a2 animate ["medium"1];
    sleep 0.1;
    a2 animate ["large"1];
    sleep 0.2;
    a2 animate ["small"0];
    a2 animate ["small2"0];
    sleep 0.1;
    a2 animate ["medium"0];
    sleep 0.1;
    a2 animate ["large",0];
    sleep 0.2;
    }; 

    Quote Originally Posted by Thromp View Post
    Fantastic things here
    Nice dragon too , sometimes i can almost see OFP type thinking in Arma2 and it make me smile all this inventiveness
    Yep definitely nice to see this
    Retired Stargate Mod Developer - www.stargateassault.net

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  2. #72

  3. #73
    Master Sergeant Icewindo's Avatar
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    Quote Originally Posted by Rydygier View Post
    Wow. Also elemental! Thanks a lot. Will test this soon.
    You're welcome

    Also had a creative try on the ArmA2 example head:
    http://www.pixentral.com/pics/11uyDD...TL7sgh4HE1.jpg

  4. #74
    If you're looking for dragon sounds for when they attack, I have a few in a folder I could send/post a link to. I also have some wing flap sounds, but I'm not sure if they are on a loop or not.

  5. #75
    Quote Originally Posted by Icewindo View Post
    Also had a creative try on the ArmA2 example head]
    Nice

    Maybe make the eyes somewhat more red / glaring? (if that would't make it look too much like a banker).

  6. #76
    Master Gunnery Sergeant Rydygier's Avatar
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    For elemental did only very short, a few minutes test for now, looks very intryguing and original - I really like it, noticed however, that this is not moving towards waypoint. Also tank sound can be muted or, better, replaced with some, perhaps, sound of rubbing heavy rocks or something like that as movement sound. Best - several short samples randomly chosen one by one, something like foot soldier movement - not know, if possible via config, if not - will add such sounds via script, as for dragon. May be useful also more "massive" variant for stronger (and harder to kill) elemental (bigger stones, lesser spaces between them). Must to think, how to resolve attack ability of such creature. Can stay, as was - tank weaponry, even, if will look quite weird with this model, maybe some muzzle (point of creating projectile) displacement? Or maybe some new attack ability instead - but what? I'll perform more test today or tommorow - depends, I caught cold lately, as often, so my coding work is almost paused for now - hard to think.

    example head:
    This is for summoned orcs? Very nice too. Now we have something for sticking on the pikes. This is another idea - head as separate object, that can be attached anywhere, eg on vehicle as trophy "decoration" or near camp, on the stick as a special kind of warning sign.

    I see, that thanks to you, Icewindo, Rincewinder will become something of quite new quality level. Thanks again.

    @Chaingunfighter

    Thanks, man, any sound will be very appreciated. I need rather not looped sounds for wings (will be synchronized with animation via looped script), but I can cut needed part of looped sound file too.

  7. #77
    Quote Originally Posted by Rydygier View Post
    May be useful also more "massive" variant for stronger (and harder to kill) elemental (bigger stones, lesser spaces between them). Must to think, how to resolve attack ability of such creature. Can stay, as was - tank weaponry, even, if will look quite weird with this model, maybe some muzzle (point of creating projectile) displacement? Or maybe some new attack ability instead - but what? I'll perform more test today or tommorow - depends, I caught cold lately, as often, so my coding work is almost paused for now - hard to think.
    Robalo's throwable satchel might give you some ideas about how to throw rocks - you'ld need a decent-sized rock model (the default stones would be much too small), then define it as an appropriate muzzle class like grenade.
    Heh, how about tree-trunks? - ooh, caber-tossing contests, that would delight the Scots

    Quote Originally Posted by Rydygier View Post
    Now we have something for sticking on the pikes. This is another idea - head as separate object, that can be attached anywhere, eg on vehicle as trophy "decoration" or near camp, on the stick as a special kind of warning sign.
    LOL!

  8. #78
    About elemental, what about 3 range attack modes that I suggested below?

    - (Resemble the gun) Fire pellets with low rate of fire (below 200RPM) , about 200-300m/s velocity, non-explosive, best for aerial dogfighting.
    - (Resemble the rocket) Fireball with single fire (delay with each shot), about 125-200m/s velocity, explosive, best for ground bombardment.
    - (Resemble the AA and AT missiles) The magically traced fireball that allow to chase target (longer delay than normal fireball), about 100-150m/s (hardly to chase high speed air unit), C-4 like high-explosive. Can destroy armored unit.

    For melee (fire breathe and claws) I think it's rather variable and can do vast damage, but I found it easily become overpowered if they can just spamming flames around the war ground. The claw looks fine though, just only powerful enough to slice soldier's body, not the armor.

    ---

    BTW, here's are some artworks relative in dragon's scale colors from the test mod, I dunno why, but people always thinks that green one is more "western-friendly", while the red one being rendered evil and slay-able. Maybe we should reconsider about their appearance?

    http://fav.me/d47fwcs
    http://fav.me/d4fqoh7
    http://fav.me/d26kmmr
    http://fav.me/d4hc6dn
    http://fav.me/d49x6ce

  9. #79
    Master Gunnery Sergeant Rydygier's Avatar
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    Some notes: I doubt, if dragon will get melee attack ability. Dragon is helicopter-based and think about it as about chopper to be awared about its limitations. Probably there will be very heavy difficulties to bring him in reasonable way close enough to perform such attack (and do not make it crash on ground by the way). I think, that dragon should only fly here and there, and perform fire-breath attack on known targets in range. That is my plan here.

    If will prove possible to add for earth elemental some kind of mentioned "throwing big rocks" (exploding perhaps?) attack - this will make this unit powerful and dangerous enough. Probably this can be done even via "Fired" EH - when tank is firing its gun - to the projectile is attached a rock object and projectile's trajectory and speed is properly adjusted. If not possible - tank-based armament should be sufficient.

    For clarity - obviously, at least in CEMS, these units will be AI-only, as temporarily summoned, uncontrolled allies.
    Last edited by Rydygier; Jul 15 2012 at 12:01.

  10. #80
    Some notes: I doubt, if dragon will get melee attack ability. Dragon is helicopter-based and think about it as about chopper to be awared about its limitations
    Hey if you want one as birdclass or even human let me know, i may have a spare time this week to make it so
    love the magic etc, wish i had more time to make some adventures from it .
    A chopper cup of Coffee in a chopper coffee pot
    TOH Now with added Coffee
    http://www.helpivanmartin.org/

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