Mortars in Ace of Spades [v1.18 released]
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Buffet_of_Lies
Mapper
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- Joined: Tue Nov 20, 2012 11:25 am
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I love hompy's explanatory diagrams.
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Influx
Mapper
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- Joined: Sat Dec 15, 2012 5:11 pm
Well, it's been a few weeks without update, but it doesn't mean things haven't been getting done. I've uploaded a video detailing what's been added to the script.
The newest version isn't released yet, but some of hompy's excellent ideas have been implemented, and comments taken on board. I also based my code for the spectating mode on an early release of his mortar script he shared with me - without it I'd have been lost for where to start.
If you feel like helping out, feel free to stop by my server.
The newest version isn't released yet, but some of hompy's excellent ideas have been implemented, and comments taken on board. I also based my code for the spectating mode on an early release of his mortar script he shared with me - without it I'd have been lost for where to start.
If you feel like helping out, feel free to stop by my server.
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Vucgy
Deuced Up - Posts: 226
- Joined: Sun Nov 18, 2012 1:57 pm
Can you make that the player follows the shell or so ?


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Handles
League Participant
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TB_
Post Demon
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Wow, that is so cool. Must be one of the most complex scripts so far!
BTW, what was the point of "shovelling" the mortar so many times before it started firing?
Seemed to me like you shovelled far more times than grenade shit the ground.
BTW, what was the point of "shovelling" the mortar so many times before it started firing?
Seemed to me like you shovelled far more times than grenade shit the ground.
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Influx
Mapper
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Vucgy wrote:Can you make that the player follows the shell or so ?Even if I wanted to, I couldn't. Everything up until the round exploding is abstracted (nothing really exists but a bunch of random numbers), so there's no shell for the player to even follow, really.
TBS wrote:Wow, that is so cool. Must be one of the most complex scripts so far!The excess amount of 'shovelling' comes from the cooldown time I've got on the mortar. It can only fire every 2 seconds (and you can change that number for your own server and make it shorter/longer), but I took the lazy way out and kept on shovelling it instead of shovelling it and waiting.
BTW, what was the point of "shovelling" the mortar so many times before it started firing?
Seemed to me like you shovelled far more times than grenade shit the ground.
It roughly equates to 1 shot fired for every 2 spade hits in the video. Plus, the explosions only start 16 seconds after the first round is fired.
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TB_
Post Demon
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Ok, thanks for explaining that. And this script is amazing.
Anyway, the sad part is that it's a lot easier to just pop up from a wall and shoot the enemies in the head. And you'd have to be very lucky for this to work.
Anyway, the sad part is that it's a lot easier to just pop up from a wall and shoot the enemies in the head. And you'd have to be very lucky for this to work.
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CraftDinur
Deuced Up - Posts: 152
- Joined: Thu Nov 08, 2012 8:20 pm
looks much more simpler than the first time i used them. hopefully we get some server owners to add these onto their servers. such a shame something like this never got implemented into the actual game.
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10se1ucgo
3 Years of Ace of Spades
- Posts: 198
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Wow, great! I'll be sure to host the v1.18 version when it comes out!
10se1ucgo wrote:Extended ReubenMcHawk's Authentic SMG
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Influx
Mapper
- Posts: 163
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TBS wrote:Ok, thanks for explaining that. And this script is amazing.Well this script was never intended to be used solely to kill people (and that's why you need to kill people to earn 'rounds'). Say the enemy has a well-defended fort that your team can't get near. You can bombard them safely from a distance and destroy the structure, and maybe take a few out as well.
Anyway, the sad part is that it's a lot easier to just pop up from a wall and shoot the enemies in the head. And you'd have to be very lucky for this to work.
CraftDinur wrote:looks much more simpler than the first time i used them. hopefully we get some server owners to add these onto their servers. such a shame something like this never got implemented into the actual game.Well Hompy has done them nicely on Sham's server and they've had a positive response. His are, and probably always will be, easier to use than mine, but I always inteded the mortars to be a specialist role anyway. I'd love to see mine hosted on a full server and give them a try.
10se1ucgo wrote:Wow, great! I'll be sure to host the v1.18 version when it comes out!Well it's out now, you can download it from the main thread in the Server subforum.
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10se1ucgo
3 Years of Ace of Spades
- Posts: 198
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Influx wrote:Great! Installing now.10se1ucgo wrote:Wow, great! I'll be sure to host the v1.18 version when it comes out!Well it's out now, you can download it from the main thread in the Server subforum.
10se1ucgo wrote:Extended ReubenMcHawk's Authentic SMG
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filtratedbread
Deuce - Posts: 1
- Joined: Fri Mar 22, 2013 3:21 am
I have a ideas...
...that might let you be able to swich from a voxel based morter, to a kv6 based one...
What if you temporarily replaced the .kv6 of a object (like the shovel or weapon in hand) with a sever-sided (or auto client download) verson of something similer to this...
http://buildandshoot.com/viewtopic.php?f=13&t=777
... over to a morter, shells, and other morter content, on morter equip?
possibly you might be able to swich the .wav's on weapon sounds and replace them with morter sounds even...
(further thought, if we could temporaly re-wright the keybinding codes
(guessing by using a sever trigered .bat, or just a .dll; not sure which is best for the task yet)
on equiping the morter we could keep the player from walking by removing WASD bindings
then again, I saw you used the spade as a imput source so maby not...)
next idea,
what about placeing a certain block color on top of the "tube" for both ammo type and loading/firing, and eraseing it on firing?
Then you get 50 shells, and a need for supplyment...
and maby to avoid the enviroment being canabilised for ammo
you disabled block removel.
combinement of ideas:
reuse the shotgun class (no one uses its under-power-ness awayway),
replace the .kv6 of the shovel with a morter one,
maby remove the shovel (and maby WASD) keybindings when it(now a morter) is equiped and have the mouse keybinds
as a script imput for whatever the morter does (im guessing as an automatic: enter->"command")
just swap the sounds for the shotgun if a similer script in the link can't be made.
Awsome Nice script, by the way!
oh, and sorry I don't have an amazing graphic as well ...
haha
...that might let you be able to swich from a voxel based morter, to a kv6 based one...
What if you temporarily replaced the .kv6 of a object (like the shovel or weapon in hand) with a sever-sided (or auto client download) verson of something similer to this...
http://buildandshoot.com/viewtopic.php?f=13&t=777
... over to a morter, shells, and other morter content, on morter equip?
possibly you might be able to swich the .wav's on weapon sounds and replace them with morter sounds even...
(further thought, if we could temporaly re-wright the keybinding codes
(guessing by using a sever trigered .bat, or just a .dll; not sure which is best for the task yet)
on equiping the morter we could keep the player from walking by removing WASD bindings
then again, I saw you used the spade as a imput source so maby not...)
next idea,
what about placeing a certain block color on top of the "tube" for both ammo type and loading/firing, and eraseing it on firing?
Then you get 50 shells, and a need for supplyment...
and maby to avoid the enviroment being canabilised for ammo
you disabled block removel.
combinement of ideas:
reuse the shotgun class (no one uses its under-power-ness awayway),
replace the .kv6 of the shovel with a morter one,
maby remove the shovel (and maby WASD) keybindings when it(now a morter) is equiped and have the mouse keybinds
as a script imput for whatever the morter does (im guessing as an automatic: enter->"command")
just swap the sounds for the shotgun if a similer script in the link can't be made.
Awsome Nice script, by the way!
oh, and sorry I don't have an amazing graphic as well ...
haha
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TB_
Post Demon
- Posts: 998
- Joined: Tue Nov 20, 2012 6:59 pm
If only Ben added support for auto-downloadable kv6 files from whatever server you join before he left...
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rakiru
Coder
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TBS wrote:If only Ben added support for auto-downloadable kv6 files from whatever server you join before he left...If he had, it would've been in 1.0, so really you should be wishing Jagex didn't fuck up the game.
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