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  1. #121
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    I am designing my code with the possibility of upgrading ships in mind. Although I don't know when I'll implement it. Do you mean upgrading like having several tiers of each ships with fixed stats and equipment or a more complex one like in freelancer?

  2. #122
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    Gravity mines, AIC mines and homing mines...
    and a camera update.



    If youtube is still processing it, you can watch it on moddb

  3. #123
    Redeemer
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    Looks magnific !
    Recruiting People For projects

    GOTA -> http://forums.epicgames.com/threads/...highlight=GOTA
    AncientBattles->
    AMGC ->

    Work In progress

    GOTA"H&S" -> http://forums.epicgames.com/threads/...rogress-Thread
    AncientBattles "RPG" ->
    AMGC "FPS" ->

    Programmer , Lead Concept Designer and former of the creative Oven studios.

  4. #124
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    Something while I am busy with real life.

    www.youtube.com/watch?v=2IBMtaEgQXg

  5. #125
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    To give you an overview of the current features of each ship I've made this video.

    Summary:

    I/D-C AP-TR-39 Roadster
    1st: Plasma Gun
    2nd: Homing Missiles
    Special: Velocity Dispenser, AIC (Stasis Field)

    I-M AP-HT-90 Hammertail
    1st: Unguided Missiles
    2nd: Homing Missiles
    Special: Force Field

    B-L AP-EF-01 Phantom
    1st: M3 Swarm Missiles, guided
    2nd: M3 Swarm Missiles, stationary target mode

    R-L LT-05 Osprey
    1st: Rail Gun, slow fire
    2nd: Rail Gun, rapid fire, decloaks
    Speical: Cloaking Device

    A-C LT-03 Eagle
    1st: Gatling
    Special: Energetic Shield

    D-C LT-Y1 Vulture
    1st: Shock Beam
    2nd: Shock Ball
    Special: Linear Drive, Velocity Redirector

  6. #126
    MSgt. Shooter Person
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    This is very impressive. I'm trying to create a game in a similar setting but different gameplay, not a space shooter or anything like that. However one thing I noticed you did that I have really been stuck on for my own project is your sun. I can't seem to find any good examples or advice on making a nice sun in the middle of the UDK area and giving it that lens flare effect. Do you (the OP) or anyone else reading this happen to know of something that goes over this or can you give any advice on how I could make a decent sun like that?

    Thanks!

  7. #127
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    @ScriptingScrub: What you are after is not a lensflare effect. It is volumentric light/god rays that are caused by the bloom of the sun disc on the sky sphere.

    I'm using Logitech's LEDs to vizualize the ship's health now.

  8. #128
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    Thanks for the advice, got that taken care of. Can I ask one more little question though that really has me stumped?

    Well I'm trying to take my ship which replicates the cicada script and extends off UT Air Vehicle and make it fly like a space ship. I've deleted the sim object because it was too constraining but I can't find where in any of the parent classes it takes the user input to control the script so at the moment my ship does not fly. Do you remember which class holds that info or the best way to add my own controls to it?

  9. #129
    MSgt. Shooter Person
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    I've explained how a spaceship is programmed in this thread. The interessting part starts with page 3, but to get the context I recommend to start at the beginning and read until the end ^^. I've posted the majority of the spaceship on one of the later pages.

  10. #130
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    oh cool will have a look thanks for the response. I've subscribed to the thread so I can get jealous whenever you add things to your game that I don't know how to do

  11. #131
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    Nice stuff. Been playing wing commander saga with the old trusty thrustmaster lately and hankering for some more space action.

    Even had to buy wing commander prophercy off ebay to satisfy my lust. Please god may you finish this project theres not enough space games anymore.

    Keep it up

  12. #132
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    I recently received a Leap Motion developer unit. I'll try to make Slot5 compatible with it in the next weeks.


  13. #133
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    @dovonob: Have you tried Wing Commander Saga?

  14. #134
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    Was going to tack this question on in the other thread but figured it fit better here. I noticed you where using FTC's shield that he made in a couple of your video's. I asked him how to replicate the shield properly and he said he didn't know and to ask you. So how did you manage to replicate the shield around the ship so that everyone else can see everything it does online? I've managed to replicate variables and such properly but doing it to the shield is seeming to be a bit more challenging.

  15. #135
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    @ScriptingScrub: I just managed to get it work partly. Each client can see the impact effects on the shields of their own ship, but not on the other ones. If you figure it out, please let me know. ;-)

  16. #136
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    Quote Originally Posted by Hiredicespecter View Post
    @ScriptingScrub: I just managed to get it work partly. Each client can see the impact effects on the shields of their own ship, but not on the other ones. If you figure it out, please let me know. ;-)
    ha ok, thats where I'm at now... don't count on me though.

    Edit: scratch that, users can't even see there own impact effect for some reason...
    Last edited by ScriptingScrub; 03-21-2013 at 06:41 PM.

  17. #137
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    Quote Originally Posted by Hiredicespecter View Post
    @dovonob: Have you tried Wing Commander Saga?
    sorry mate only just seen this.

    Yes I'm right at the end of the campaign, I've had it since launch day but only get round to playing once in a while and there's something stupid like 50 missions.

    Amazing game. Possibly the best space combat game I've ever played, I might be a bit biased though as its wing commander related. There's no talking to people inbetween missions though or multiple mission paths but to be honest it doesn't really need it. Towards the end of the game some of the missions are some of the best I've ever seen, you end up with like 80 kills on fighters and 20 cap ships. Takes about 20-30 minutes to get through some of the later missions.

    Ah man I could go on about it all day, if you havn't tried it yet get it. Best game I've played in years.

  18. #138
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    Quote Originally Posted by ScriptingScrub View Post
    ha ok, thats where I'm at now... don't count on me though.

    Edit: scratch that, users can't even see there own impact effect for some reason...
    Try to create the effects in the ship's TakeDamage function. It gets called on the client just for that client ship/pawn though.

  19. #139
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    Great job.

    Just one small thing: the ship we pilot seems too much stabilized. I think that a little random shaking, even if the ship is just cruising, would do wonders to improve realism, and this would be an easy thing to do, given the amount of work you've already done.

  20. #140
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    @oozeslime: I agree. I have been working on that and finished a video showing my implementation of camera shaking just when I read your post. ;-)

    Now there is a cockpit view and camera shaking when boosting/moving fast.


  21. #141
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    Looks really nice. I've always wondered about a camera shake but figured it was too hard for me to pull off at the moment. Is it tough to implement or no?

  22. #142
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    @ScriptingScrub:

    It is quite easy:

    Code:
    	
    
    UTPC = UTPlayerController(Controller);
    
    	if(UTPC != none)
    	{
                  // start the anim shake animation in a loop
    	      UTPC.PlayCameraAnim(CameraAnim'MyPackage.CameraAnims.Shake', 1.0, 1.0, 0.1, 0.2, TRUE, FALSE);
    
                  ...
    
                  // stop it
    	      UTPC.StopCameraAnim();
    	}
    }
    The hardest part was creating a camera animation that was fitting my purpose.

  23. #143
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    Oh cool, seems simple enough. Will have to play around with that thanks

  24. #144
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    A new video:

    I did various updates, most notably to the flight physics and a jump gate surface.



 
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