[REL] Dox Comm Camo Mode

Discussion in 'Mod Discussions' started by trialq, February 24, 2014.

  1. trialq

    trialq Post Master General

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    tDoxCommMode.png

    Features:
    • Tank commander graphics replaced with dox
    • Commander icon replaced with dox

    Everyone in the game should have the mod enabled and use the tank commander for this to work (you can use it on your own, but with the icon change you're hampered, if you just want a dox commander delete the icon in the mod folder). Build an army of dox and play hide-and-seek. No one will know where your commander is. Unless you build stuff. Or use the uber cannon. Or walk. Or they realise that that dox over there is tanking hell of a lot of damage. Or...

    Be aware that this is just a graphical change. It looks like a tank commander to the server, don't build too close to yourself or the comm will do a little dance.

    On PAMM.

    Attached Files:

    Last edited: February 24, 2014
    stuart98, keterei, zaphodx and 3 others like this.
  2. stormingkiwi

    stormingkiwi Post Master General

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    That is seriously cool lol.
  3. LavaSnake

    LavaSnake Post Master General

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  4. cptconundrum

    cptconundrum Post Master General

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    I wonder if @raevn could work his TA magic and import TA commanders eventually, instead of using the dox model.
  5. zaphodx

    zaphodx Post Master General

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    This is cool but the speed difference makes it too obvious. How about changing it to a tank instead?
  6. Dementiurge

    Dementiurge Post Master General

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    Since we're doing unit .json mods now (which are a pain to fix every time something gets patched, I might add), someone should give the 'Boom' bots the uber cannon explosion effect, just so you can tell when they blow up.
  7. trialq

    trialq Post Master General

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    That's a nice idea. I wonder what uber cannon from a tank would look like, and if the dox was only easy because it had arms. I naively hacked two json files together and was surprised when it worked. Will try tomorrow.
  8. keterei

    keterei Active Member

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    This reminds me of custom maps in starcraft with custom game elements. It will be interesting to see if those types of games come to PA in the future.
  9. Raevn

    Raevn Moderator Alumni

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    upload_2014-2-25_23-51-6.png

    (and just to prove it's in-game)
    upload_2014-2-25_23-51-15.png
  10. trialq

    trialq Post Master General

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    Don't know enough about it to hack the tank and comm together so that it looks like the weapons and build stream come out of the turret. Will try hardcore trial-and-error at some point in the future (with the hope that someone who knows what they're doing sees this and does it in 5 minutes flat so I don't have to).
  11. LavaSnake

    LavaSnake Post Master General

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    @raevn
    that should help. ;)
  12. Raevn

    Raevn Moderator Alumni

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    That's not possible without the server (already tried) :( - the projectiles appear wherever the original firing bone is on the server, regardless of the model the client is using.
  13. cptconundrum

    cptconundrum Post Master General

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    Set the "offset" for the uber cannon. It's actually kind of fun to watch if you set it to something crazy.
  14. Raevn

    Raevn Moderator Alumni

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    If that works, that's a bug. The server controls (or should control) all projectiles. It shouldn't be using client-side values for that. Unless you mean the effects? (Not sure what you mean by "offset").

    Note: https://forums.uberent.com/threads/models.47777/#post-743874
  15. cptconundrum

    cptconundrum Post Master General

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    In the json files for the cannon_uber ammo, there is an "offset" value. The server still controls what is actually happening, because you can see the explosion even if your own modded version hasn't hit yet. You should still be able to make a minor change like setting the offset a little lower without noticing much graphical weirdness with the uber cannon.
  16. Raevn

    Raevn Moderator Alumni

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    Ah ok, makes sense. So the projectile doesn't change position, it just looks like it does?
  17. cptconundrum

    cptconundrum Post Master General

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    The sim has no idea what I'm doing. The projectile on my side actually tries as hard as it can to get back onto the actual trajectory, so if I set z=-10.0 it ends up going up 10m as fast as it can while still going towards the target. If I set y=100.0, it just goes insane. The explosion will still trigger even if the projectile doesn't appear to hit.
  18. trialq

    trialq Post Master General

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    Fixed the mod to work with the current version.

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