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1  TribesNext.com Forums / Mods and Customization / Re: Ninja-Xr on: August 15, 2009, 05:32:56 AM
Hmmm...

Will do a bit more on it then and see where we stand...

I have sent Vash and yourself the full code as BETA 1.5 stands ATM basically it has the Wraith and Interceptor (removed Shrike changed it to Interceptor) those are the only changes from 1.4.

If we dont get more people on any of the servers it may be time to stop but will open all the code for everyone if that happens or pass it to someone else(will still help with it)...
2  TribesNext.com Forums / Mods and Customization / Re: Airfield on: August 12, 2009, 01:34:50 AM
Vash I will send you the full code later tonight(if I remember). The problem I have with sharing the code is that other people dont share theres and so nothing unique will be made to the mod as people will take what they want. Also I know you say it may make Tribes better as people have access to more but all they have to do is ask me and I will give them certain weapons/packs/features which they want or try and help them to mod one we already have to suit there needs. Obviously I will limit this to an item here and there just to keep this unique.

But I will give full code if I ever leave(also pass the buck of taking over the developement to someone else) and I will give full code to anyone who wants to help me with this. I will however limit the coders though too many will get too messy.
3  TribesNext.com Forums / Mods and Customization / Re: Ninja-Xr on: August 12, 2009, 01:28:28 AM
Am back now(well at work) will be busy for the next few nights but will sort a night I am free to talk(Sunday or Tuesday maybe?)...

Also Woob yes I would be greatful of the help and will send you a PM later with the basics on what we are trying to get the mod to do(basically remake NinjaMOD, but not exact with fixes and additions also minor removals to make it better).

4  TribesNext.com Forums / Mods and Customization / Re: ninja mod test server is up on: August 01, 2009, 07:50:15 AM
If I remember correctly it was a little hit and miss for it to return anyway, will have to boot up NinjaMOD and check to see what its like. Later though Tongue

Anyways last post for me for jus ova a week. Catch ya laters.
5  TribesNext.com Forums / Mods and Customization / Re: Airfield on: August 01, 2009, 07:47:13 AM
Here is the file I have usual password.

When I get back off hol (go in a few hours) I will see about making the source available. But the reason I am holding off is because it will mean we have unique items. Will think more when I am outta holiday mood Tongue
6  TribesNext.com Forums / Mods and Customization / Re: ninja mod test server is up on: July 30, 2009, 10:12:20 AM
Here is the Razor. I will send you the password in a Message Vash.
7  TribesNext.com Forums / Mods and Customization / Re: Ninja-Xr on: July 27, 2009, 12:09:52 PM
Finally got a working EMP beacon for the Defender. No effects but it does the job for now. Should be ready for BETA 1.6 if not BETA 1.5.
8  TribesNext.com Forums / Mods and Customization / Re: Ninja-Xr on: July 26, 2009, 12:51:32 PM
Working on BETA 1.5 which will have the Wraith and Interceptor complete but will need there damage profile and speed/maneuverability tweeking, but this can easily be done on later versions which we will work out during testing. **Complete**

I will hopefully have the Shrike complete as well, atleast it will have the rockets but hope to sort the bombs as well.

All other vehicles will be stock.

This may not be done for 2 weeks though as I am on holiday start of August so let me know of any faults you find in the BETA 1.4 ASAP so I can fix them.
9  TribesNext.com Forums / Mods and Customization / Re: Ninja-Xr on: July 26, 2009, 05:06:55 AM
Ninja-Xr BETA 1.4 this version has many fixes and a couple of new weapons.


BETA 1.4
- Ammo Pack now works with new ammo.
- Engineer medic touch feature added.
- Laser Chaingun requires Energy Pack to work just like in NinjaMOD.
- Hackgun only hacks target for 2 minutes + upto 2 more minutes at random.
- Disguise Pack can be used multiple times now.
- Incendiary Mortar flame pool works and lasts for 6 seconds.
- Smoke Grenade Added - Tested.
- C4 Grenade Added - Tested.
- Dual SMG's Added - Tested.
- Removed Defender until EMP beacon is ready.
- Removed Clustercharge until fixed.

--------------------------------------------------

BETA 1.3
- Det-Pack Added - Tested.
- Pulse Turret Added - Tested.
- Stock turrets removed. Only using Small Laser & Pulse.
- Fixed EMP Grenade error which stopped you using it(made somewhere in the creation of BETA 1.2).

--------------------------------------------------

BETA 1.2
- Telepad - Remodeled & Tested.
- New turrets can now be added to the Deployable Base Turret.
- Small Laser Turret - Tested.
- Mini-Sat named correctly.
- Fixed Nanotech Pack.
- Fixed Disguise Pack.
- Fixed Phase Pack.

--------------------------------------------------

BETA 1.1
- Jumppad - Tested OK.
- Shockfield - Tested OK.
- Starting Items - Set.
- Sniper Beacon - Set to its own inventory amount and decrements correctly when destroyed.
- Ordered Weapons, Packs & Grenades alphabetically.
10  TribesNext.com Forums / Mods and Customization / Re: ninja mod test server is up on: July 25, 2009, 11:59:21 AM
Will give it a try tomorrow. See whats wrong with it.

If you could sort the Razor Vash that would be great. I can give you what I have if you want?
11  TribesNext.com Forums / Mods and Customization / Re: Ninja-Xr on: July 24, 2009, 03:43:11 AM
I know about the cluster charge(thourght I removed it while I was fixing it Tongue). I have tried the Laser Chaingun when I first added it and it was fine so will look into that. The flame thrower is odd as well as I never seemed to have an issue with it but will look at it.

Keep the bugs coming only way to fix them is to know about them Smiley

Oh I know about the teleport where the other pad wont explode when the first is dead.
12  TribesNext.com Forums / Mods and Customization / Re: Airfield on: July 23, 2009, 04:33:06 AM
Anyone got a clue?
13  TribesNext.com Forums / Mods and Customization / Re: Airfield on: July 22, 2009, 01:08:24 AM
Or does anyone know how I can have 2 forcefields from 1 deployable? I can only get 1 up each time.
14  TribesNext.com Forums / Mods and Customization / Airfield on: July 21, 2009, 04:22:40 PM
Got a problem with my airfield. Basically its a forcefield but instead of being vertical its horizontal and the centre of the platform is the centre of the emitter(but 8m above it).

The problem I am having is the location of the forcefield in comparison with the emitter is different depending on wether I look north, south, east or west. This is the code for that;

Code:
function SmallForceFieldDeployableImage::onDeploy(%item, %plyr, %slot)
{   
   $team = %plyr.client.team;
   $owner = %plyr.client;
   
   %xform = %item.deployed.getDeployTransform(%item.surfacePt, %item.surfaceNrm);
   %rot = %item.rotation;
   
   %fBase = 3.00;  // this constant is 1/2 forcefield width on the x-coordinate (i.e. %fBase = 4.0, forcefield width = 8.0)
     %dis = 1.22;  // this constant is distance from deployed to forcefield
   
   %deplTrf = %item.deployed.getDeployTransform(%item.surfacePt, %item.surfaceNrm);
     
   %plyrPos = (getWord(%deplTrf, 0)) @ " " @ (getWord(%deplTrf, 1)) @ " " @ (getWord(%deplTrf, 2)); // X(east), Y, Z -sb 
   $deplRot = %plyr.rotation;
   
   if(getWord(%plyr.rotation,2) == -1)
      %angle = 3.1415 / (180.0 / (360.0 - (getWord(%plyr.rotation,3))));
   else
      %angle = 3.1415 / (180.0 / getWord(%plyr.rotation,3));
       
   %alpha = %dis / (180 / (3.1415 /mTan(%fBase))); // [(%dis) is deployed to forcefield distance] ; [(%fBase) is length of forcefield x-axis]
   %theta = 180.0 - (90.0 + %alpha);               // [(%theta) is angle to forcefield origin (x,y) coordinates from players view angle]
   %rTheta = 3.1415 / (180.0 / %theta);            // [convert (%theta) to radians]
   %vecA = %fBase / mCos(%alpha);                  // [vector length from deployed to forcefield origin (x,y) coordinates]
     
   %xAdd = -6.000;
   %yAdd = -6.000;
   %zAdd = 1.000;

   %vSum = (%xAdd @ " " @ %yAdd @ " " @ %zAdd);
   $deplPos = VectorAdd(%plyrPos, %vSum);
 
   %obj.shield = Parent::onDeploy(%item, %plyr, %slot); 
   return %obj.shield;
}

This is the standard forcefield orientation code I have which aligns it in the middle of the emitter when vertical;

Code:
function SmallForceFieldDeployableImage::onDeploy(%item, %plyr, %slot)
{   
   $team = %plyr.client.team;
   $owner = %plyr.client;
   
   %xform = %item.deployed.getDeployTransform(%item.surfacePt, %item.surfaceNrm);
   %rot = %item.rotation;
   
   %fBase = 3.00;  // this constant is 1/2 forcefield width on the x-coordinate (i.e. %fBase = 4.0, forcefield width = 8.0)
     %dis = 1.22;  // this constant is distance from deployed to forcefield
   
   %deplTrf = %item.deployed.getDeployTransform(%item.surfacePt, %item.surfaceNrm);
     
   %plyrPos = (getWord(%deplTrf, 0)) @ " " @ (getWord(%deplTrf, 1)) @ " " @ (getWord(%deplTrf, 2)); // X(east), Y, Z -sb 
   $deplRot = %plyr.rotation;
   
   if(getWord(%plyr.rotation,2) == -1)
      %angle = 3.1415 / (180.0 / (360.0 - (getWord(%plyr.rotation,3))));
   else
      %angle = 3.1415 / (180.0 / getWord(%plyr.rotation,3));
       
   %alpha = %dis / (180 / (3.1415 /mTan(%fBase))); // [(%dis) is deployed to forcefield distance] ; [(%fBase) is length of forcefield x-axis]
   %theta = 180.0 - (90.0 + %alpha);               // [(%theta) is angle to forcefield origin (x,y) coordinates from players view angle]
   %rTheta = 3.1415 / (180.0 / %theta);            // [convert (%theta) to radians]
   %vecA = %fBase / mCos(%alpha);                  // [vector length from deployed to forcefield origin (x,y) coordinates]
     
   %xAdd = %vecA * mSin(%angle - %rTheta);
   %yAdd = (%vecA * mCos(%angle - %rTheta))-0.100;
   %zAdd = 1.000;

   %vSum = (%xAdd @ " " @ %yAdd @ " " @ %zAdd);
   $deplPos = VectorAdd(%plyrPos, %vSum);
 
   %obj.shield = Parent::onDeploy(%item, %plyr, %slot); 
   return %obj.shield;
}

Does anyone know the code so I can orientate the forcefield platform centred over the emitter whichever direction I look? If so could you also explain it.
15  TribesNext.com Forums / Mods and Customization / Re: Ninja-Xr on: July 21, 2009, 10:20:26 AM
Problem with uploading it here. Its only 2.18mb.

Ninja-Xr BETA 1.3

I did want to get the Airfield up before but I noticed the EMP Grenade Issue.

BETA 1.3
- Det-Pack Added - Tested.
- Pulse Turret Added - Tested.
- Stock turrets removed. Only using Small Laser & Pulse.
- Fixed EMP Grenade error which stopped you using it(made somewhere in the creation of BETA 1.2).

--------------------------------------------------

BETA 1.2
- Telepad - Remodeled & Tested.
- New turrets can now be added to the Deployable Base Turret.
- Small Laser Turret - Tested.
- Mini-Sat named correctly.
- Fixed Nanotech Pack.
- Fixed Disguise Pack.
- Fixed Phase Pack.

--------------------------------------------------

BETA 1.1
- Jumppad - Tested OK.
- Shockfield - Tested OK.
- Starting Items - Set.
- Sniper Beacon - Set to its own inventory amount and decrements correctly when destroyed.
- Ordered Weapons, Packs & Grenades alphabetically..
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