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Old 02-11-16, 04:18 PM   #1
gap
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At last!

I finished modelling the squid laucher. Now it is time to unwrap it. Creating a good UV map can be a boring task, but it shouldn't take as long as the modelling part.

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Last edited by gap; 05-05-20 at 07:32 AM.
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Old 02-12-16, 04:16 AM   #2
tomfon
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Wow!

Great work, gap!!!!
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Old 02-12-16, 06:57 AM   #3
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This is just perfect mate. Next part is the animation for the projectiles...
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Old 02-12-16, 09:21 AM   #4
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SSS
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Old 02-12-16, 10:37 AM   #5
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The World According to Gap
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Old 02-12-16, 10:49 AM   #6
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Quote:
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The World According to Gap
The "squid pro quo" in this case!
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Old 09-22-16, 04:48 PM   #7
gap
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Default Just a thought...

Today I was re-thinking about this mod and the way to bypass the limitations of the hedgehog controller that we need to use if we want the AI to fire the new weapon correctly.

What if add three dummy nodes to the launcher model (one for each of the three muzzles, each aligned with the main axis of its respective barrel) and we attach an individual wpn_Hedgehog controller to each of them? We could then equip the controllers with dummy and invisible hedgehog projectiles, and set the weapon to use a modified fire_effect particle generator which will spawn a motion-aligned squid projectile (as done for the AI torpedos). Given the different alignment of the three nodes, and by setting appropriately the starting velocity of each charge (this would require the use of three slightly different particle effects, one for each barrel/projectile), I think we could obtain a triangular lauch pattern ca. 250 m in front of the ship, similar to the one created by the real squids. By further fine-tuning DC's speed and the max_range and diameter properties of each contoller (but also the the fall_speed, detonate_depth and depth_precison of the dummy hedgehog and of the sqid projectiles are playing a role), we should get the weapon to score some hits.

Ideally the three controllers composing a "single squid unit" should fire at the same moment, and the squids should hit the water more or less in the same point and at the same time than their dummy counterparts. For this reason it could be handy setting the dummy hedgehogs as visible before release.

What do you think? Might it work?
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Old 09-25-16, 02:38 PM   #8
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Hi gap,

it's great that you are still thinking about the mod!

I think your idea could work, however, you would still get 24 DCs per barrel.

The hedgehog controller always fires 24 times (i.e., 24 muzzle flashes, 24 sounds,...). At least I could never find a way to reduce this number and therefore, I could never have less than 24 objects spawned. I tried with random spawn rates,... but never succeeded

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Old 09-25-16, 04:33 PM   #9
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Hi LGN1,
that's unfortunate

Despite the hedgehog thrower laucnhing 24 charges, I was hoping that each lauch triggered only one flash. If 24 flashes are played every time, indeed there is no way that my idea can work, as we would end with 3 x 24 charges.

The wpn_cannon controller let us to set how many muzzles/shells are fired by a given gun, and event their 3D position relative to the model, but this over-simplified hedgehog controller gives us little chances of mimicking the squid laucher behaviour.

Being the stubborn guy that I am, I have one more question though. When you experimented with the squid laucher set as a K-gun, did the AI shoot at submerged targets which were on front of the depth-charging vessel (but just too short/too long), or it kept firing on targets which were on her side? If the first option was true, there would still be hopes that we can set the squid mortar to fire three visible shells with some degree of succes, by using the K-gun controller with particle-generated charges or a combinetion of the K-gun and of the hedgehog controllers.
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Old 09-25-16, 05:30 PM   #10
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Do an experiment.

Set a node way out front of the ship and assign the DC rack to it.


If you look at how a node is set for a DC rack? It's way forward of the actual rack in Game.
Is this a built in delay we can take advantage of?
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Old 02-14-16, 09:31 AM   #11
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Quote:
Originally Posted by gap View Post
At last!

I finished modelling the squid laucher. Now it is time to unwrap it. Creating a good UV map can be a boring task, but it shouldn't take as long as the modelling part.
thats ,absolutelly, wonderfull work here

thank you Gap
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Old 02-14-16, 02:24 PM   #12
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Hi gap,

absolutely great work

I'm looking forward to seeing the finished launcher!

Best, LGN1
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