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| Inproving the HAMR? http://www.runestorm.com/forums/viewtopic.php?f=95&t=77187 |
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| Author: | CMGuy [ Wed Aug 24, 2011 8:39 am ] |
| Post subject: | Inproving the HAMR? |
is there a good way to improve the HAMR in a good way? i wanna no if its possible to make it fire camera shells like the SPMA, u no, make it like a portable version of the SPMA, and that would make indirect fire possible. anyone thought about it? |
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| Author: | TurdDrive [ Wed Aug 24, 2011 8:56 am ] |
| Post subject: | Re: Inproving the HAMR? |
I think, the Hamr should fire a lot greater distance. |
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| Author: | CMGuy [ Wed Aug 24, 2011 8:58 am ] |
| Post subject: | Re: Inproving the HAMR? |
well, ull just have a Infantry Cannon than an Infantry Mortar. dunno if u want that or not. kinda ruins its purpose as the only 'Infantry Mortar' in the BW game. |
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| Author: | Sarge [ Wed Aug 24, 2011 3:07 pm ] |
| Post subject: | Re: Inproving the HAMR? |
I would love it if it had that cammera |
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| Author: | CMGuy [ Wed Aug 24, 2011 3:45 pm ] |
| Post subject: | Re: Inproving the HAMR? |
problem is i dont no how to put it in..... anyone else who has better coding experience who can help would be appreciated... would make the HAMR more useful if we make it more like a mini SPMA... |
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| Author: | Sarge [ Wed Aug 24, 2011 9:24 pm ] |
| Post subject: | Re: Inproving the HAMR? |
It would be 1000% more effective with it being a mini version. but i have no coding exp, maybe kelly could help you. |
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| Author: | Kaboodles [ Wed Aug 24, 2011 9:44 pm ] |
| Post subject: | Re: Inproving the HAMR? |
The HAMR shell is supposed to move much, much faster than it actually does in-game. However, the physics engine limits the top speed for any "falling" objects so it ends behaving more grenade-like than cannon-like. Beyond speed, I don't think it really needs to be more effective. It's already man-portable cannon. |
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| Author: | CMGuy [ Thu Aug 25, 2011 3:17 am ] |
| Post subject: | Re: Inproving the HAMR? |
it still needs to be more useful, yes its fast, but u cant really use it at long range. |
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| Author: | Sarge [ Thu Aug 25, 2011 4:39 am ] |
| Post subject: | Re: Inproving the HAMR? |
The answer to that is, no not really....just thought id say it. |
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| Author: | TurdDrive [ Thu Aug 25, 2011 6:59 am ] |
| Post subject: | Re: Inproving the HAMR? |
Air burst round? |
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| Author: | CMGuy [ Thu Aug 25, 2011 7:25 am ] |
| Post subject: | Re: Inproving the HAMR? |
beats me, maybe we should make it fire camera shells IMO. if sum1 gives us a brilliant idea to improve this thing, ill give ya a cookie. |
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| Author: | DarkSoul-Sama [ Thu Aug 25, 2011 7:50 am ] |
| Post subject: | Re: Inproving the HAMR? |
Make the shells incendiary. EVERYTHING is better with fire
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| Author: | Flak Overpowered [ Thu Aug 25, 2011 8:02 am ] |
| Post subject: | Re: Inproving the HAMR? |
CMGuy wrote: beats me, maybe we should make it fire camera shells IMO. if sum1 gives us a brilliant idea to improve this thing,[glow] ill give ya a cookie[/glow]. Challenge accepted. But only for the cookie I remember in Sgt. Kelly's BP V9, if you picked up a M30A1 Rifle, there's a possobility you'd pick up a M30A2 Rifle which is a M30A1 Rifle but has Automatic and Suppression Fire. I'd do it myself since I've got nothing to do these next 2 weeks, but I know nothing about coding. The closest thing to coding I've done was make a square map in UnrealEd with Deemer pickups all over the place. :/ So maybe some pro programmer like Sgt. Kelly could make a variant of the J2329 HAMR. Maybe call it the J2438 HAMR? With these controls? Primary: Fire Shell with some Fragmentation (Like Flak Cannon Alt) Secondary: Mount the Cannon Special: Mount the Cannon Secondary (Mounted): Fire Camera Drone Camera Drone should be similar to SPMA's? Special(Mounted): Unmount Secondary(After Firing Camera Shell): Deploy the Camera Shell Primary(After Deploying The Camera Shell): Fire upon directed area Special(After Deploying The Camera Shell): Simulated shot to show where it will exactly the shell will land and showing fragmentations. Background: In the past few years, there have been several assaults on fortified UTC bases with special Cryons that were far more resilient to UTC's more formidable weapons such as the M75-TIC, SKAS-21, and R20 Assault Cannon. Several Terran soldiers' lives were taken in those heavy assaults and such realized they needed an upgrade to their primary weapon against the Cryons; The J2329 HAMR. After 2 decades of work, the J2438 HAMR was constructed. The J2438 fires Fragmentation shells that travel at a much higher velocity then its cousin, and boasts a Camera Shell that allows the user to see enemies from a bird's eye view, allowing the user to effectively "snipe" enemies. Unfortunately, the J2438 HAMR's shells are quite bulky, restricting the weapon's clip capacity and it's Camera Shell's, are highly vulnerable and even a single A42 shot could destroy one. |
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| Author: | CMGuy [ Thu Aug 25, 2011 8:28 am ] |
| Post subject: | Re: Inproving the HAMR? |
yeah, there has to be a way to implant the SPMA's code for the HAMR, im just not sure how am im supposed to do that. help plz.....
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| Author: | mzoltan22 [ Thu Aug 25, 2011 12:53 pm ] |
| Post subject: | Re: Inproving the HAMR? |
I have an idea about improving the HAMR: replace the computerized red ball thing, with computation (algorithm is done mostly, just for other thing, bullet flight, instead of linear trace, but that is slow for that on ddr1 machines). then the gun would be able to pitch independently from the center of scope view (added sum other measurings to scope). in scope view, you could place those red target areas or remove them, you place them at point. you could select one target area in scope view, press change fire mode for example, and it would automatically set up the gun pitch to hit the target with low trajectory (if possible), if you press again, it would aim the gun to hit it with highe trajectory (if possible). if you selected a red target area, the gun will readjust as you move, so that no matter where you move it will hit it. if you scope down, it would still readjust, but pressing fire mode selector, would stop that effect, and gun would stay on the last position, pressing again, would reset gun to null degrees pitch. But if in scope view, you select some point which is not inside a target area, it would still aim it (that would be a temporary target area, if you push again in that small area, it would aim it with other trajectory). that temporary target area is not aimed automatically. you would be able to manually adjust the pitch of gun, or maybe the distance. So lets say, you select something in scope other then a target area, then you could adjust distance, so to hit things some meters away from the temporary area. There would be needed some modification to be done on the rd mesh of the turret, so that the turret would allow more then just 54 degrees. It should allow up to 85 degrees. |
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| Author: | mzoltan22 [ Thu Aug 25, 2011 12:56 pm ] |
| Post subject: | Re: Inproving the HAMR? |
disruptor grenades could disrupt the auto aiming of it and such |
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| Author: | mzoltan22 [ Thu Aug 25, 2011 1:05 pm ] |
| Post subject: | Re: Inproving the HAMR? |
or i could implement the SPMA code there probably maybe. but then, separate ammo, and ammo switching is needed for camera rounds. |
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| Author: | CMGuy [ Thu Aug 25, 2011 2:41 pm ] |
| Post subject: | Re: Inproving the HAMR? |
Dude! wuts with the multipostin? in any case, if ur an expert coder, u should give it a go then.
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| Author: | mzoltan22 [ Thu Sep 01, 2011 11:13 am ] |
| Post subject: | Re: Inproving the HAMR? |
One of the hardest parts is done with the hamr, now only a few stuff remained to make it work. The path sampling is done, so now i create the auto aimer. The gun have to be able to pitch separately from the base of the gun. I don't modify graphics but it would be good if someone would do it. The hamr graphics have to be made so, that the gun would be able to pitch relative to the handles and alos, there should be a scope like thing or at least some display added wich would be fixed to the handle, not to the gun. the legs of the gun have to be modified,s so that they will permit 85 degree pitch of the gun, and some 30 maybe 50 degree yaw in any pitch. I finish up the code and will post it soon, if i have no other things to do i guess during the weekend. You can test it then online. EDIT: so the gun part of the graphics should be assigned to a different bone then the handle aiming module ans whatever parts. Like for example, the hammer of lemat revolver has a separate bone, which can be rotated relative to the other parts. |
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| Author: | Baryonyx [ Thu Sep 01, 2011 11:53 am ] |
| Post subject: | Re: Inproving the HAMR? |
How about calling the upgraded thing something like "Steemhamr" or "sldghamr", to make it apparent as the upgraded version? |
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| Author: | CMGuy [ Thu Sep 01, 2011 7:38 pm ] |
| Post subject: | Re: Inproving the HAMR? |
of course, its up to u the test ur own work 1st, to see if everyone thing is ok, then others should follow suit later on.
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| Author: | Izumo_CZ [ Sun Sep 04, 2011 6:38 pm ] |
| Post subject: | Re: Inproving the HAMR? |
Kaboodles wrote: The HAMR shell is supposed to move much, much faster than it actually does in-game. However, the physics engine limits the top speed for any "falling" objects so it ends behaving more grenade-like than cannon-like. Beyond speed, I don't think it really needs to be more effective. It's already man-portable cannon. I think "bIgnoreTerminalVelocity" has to be set to true, otherwise it will apply limit of the current PhysicsVolume. |
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| Author: | mzoltan22 [ Mon Sep 05, 2011 2:49 pm ] |
| Post subject: | Re: Inproving the HAMR? |
it sort of works now. it aims targets if you click on it, with special, you can place targets (red spheres) with firemode switch you can aim them automatically will set up relative gunpitch, and will keep the pitch at that value (you can reset it to null, with x out of scope) you can remove all target spheres at once, you can attack target random spot on ground also). You can select a target twice, for high trajectory hits, instead of low. I will place some gadgets to scope and else, but its pretty much done, you can test. Right now its the hamr code modified directly, i can create a child class, or i will just post the code there if you want, would be good if someone would modify the mesh and textures, as i described above. so how should i post it there? the code as it is, or i should make separate child classes? EDIT: I will add a feature, so it would not just set up angle, but would try to continiously aim towards the selected target as you move around.. that might take one more day if im unlucky or more. |
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| Author: | CMGuy [ Mon Sep 05, 2011 8:54 pm ] |
| Post subject: | Re: Inproving the HAMR? |
its up to u really. just keep testin and working ur best ot make it as smoothly as possible. |
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| Author: | mzoltan22 [ Tue Sep 06, 2011 3:46 am ] |
| Post subject: | Re: Inproving the HAMR? |
ok, then, about today and tomorrow, i gonna add the remaining features, rename the classes to something new, comment it up a little bit and gonna post it here as the source code, so anyone could incorporate into their packs. It seems, its gonna be finished before this week friday. So.. Someone should modify the mesh and textures: requirements: -the handles which are used to carry the gun in hand, should be fixed to the quadripod (legs base). -an aimer unit should be added, and it would also be fixed to the quadripod. -the gun must be able to pitch 84 degrees and yaw to both sides 25 degrees (so 50 overall) and in all pitch and yaw, legs mesh should not intersect gun mesh in either hendheld or turret mode. -that pitch and yaw, would be adjusted by motors at all times, so no handles on the back needed. triggers would be on the handheld handles and on the aimer unit.. -when in turret mode, gunner position would be to the left side, where the aimer unit is. in that case, the aimer unit should also be able to turn around freely, its maximum yaw to either side should be 25 degrees, maximum pitch to upwards should be 84 degrees, downward pitch should be as much as possible. suggeestion for the quadripod: currently, there is the piece of the quadripod, which rests on the shoulder of the shooter, when the gun is handheld. so another element should be at the back of that piece, perpendicular to that shoulder rest pice, where there are the back legs of the base.. so then the back legs would be replaced to the ends of this new element, which element would be paralell whith the shoulders, when the gun is handheld. other suggestions (not priority.. somewhat lengthy last thoughts) The bullets should be about 1.2 times as big, as they are now, the inner diameter of the barrel should be wider, the outer should be the same (trust me it would work in reality), the body of the gun should not be that wide. the gun piece should slide somewhat back when shot, on a rail, to whcih there are two fixed tubes connected.. those tubes would be the frictional dumping elements, to reduce felt recoil. those tubes are open at the front end, and have a pressure valve at the back end, so that if you push that pressure valve from the inside of the tube, you can't move it, but if you push that from the back from outside, it would move invard. that piece is a sort of solid metal, with a narrow shole along its length.at the back end of the said tube, there would be some rims which would not let that valve piece out. ON this plate there would be a whole larger in diameter then the nerrow whole on the center of the valve rod. The surface of the valve rod (lets call it that way) that touches the inside of the tube, is not cilindrical, but has trenches on it. the depest part of those trenches, are covered at the back and of the tube by te rim... so at the front end of this valve rod there is a spring which would protrude outwards from the tube, but this somewhat weak spring is pushed back by a rod which is connected th the moving gun piece from the side, BUT the spring is not compressed all the way. so as the gun is fired, it moves backwards, compressing the spring a little, but what is more important, it compress the air between the guns connecting rod and the valve rod. this air pressure, leaks out on the small whole on the valve rod (there is no other way it could go, the connective spring on the valve rod is strong enough to push the valve rod all the way back, till the rim of the tube stops it). so this whole is somewhat long and narrow, so tha air trying to leak out has some friction with the wall of the narrow whole on the valve, so if it has friction with it, its slows down, and also, it accelerates the pressure valve backwards, which is connected to tha gun, but since some air can leak out, not all the energy of the recoil is being transmitted to tha shoulder of the shooter at all times. the gun also has a stronger return spring on the back of its slide, which would return the gun piece into initial position, by that, it would first pull the valve rod inside the tubes forwards (because of vacuum forces) which result in the trenches of the valve being no more cowered by the rim on the back of the tube, so on the inner dieamter of that rim is wider then the narrow hole onthe valve, but narrower then the front opening of the tube for sure. that would let more air to flow inside, than what would be alloved on just the center small hole (channel), so it can return into initial position.. the ejection of the gun should be downvard like in the Hihgh impulse weapon system) plus as the extractor moves backwards, it should in the same time draw ammo from the magazine port, so much faster operation. (although 20 round is quite excessive capacity, but it would be limited). |
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| Author: | CMGuy [ Tue Sep 06, 2011 6:08 am ] |
| Post subject: | Re: Inproving the HAMR? |
i think were fine with wut we have now, of course, unless u can find a willing modeler to help you. as for the code, u should release it as both in open source, and compiled sources. just make a separate package of it for everyone to test and provide feedback. |
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| Author: | Sarge [ Tue Sep 06, 2011 8:39 pm ] |
| Post subject: | Re: Inproving the HAMR? |
all i know is i want this baby |
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| Author: | mzoltan22 [ Thu Sep 22, 2011 12:00 pm ] |
| Post subject: | Re: Inproving the HAMR? |
the code is mostly done, it sort of works.. graphics/mesh need to be changed, because the first person weapon model doesn't have a separate piece from the hands so it can't pitch relative to the base of gun, plus the underside is absent. Also, the handles on the back of the gun are meaningless, and the new driver position for the turret should be to the left, where a sight should be placed, and this sight would contain an additional trigger for using the gun in turret mode... (otherwise, i described previously some ideas). you can find .u .ucl files and the source in the attachment. you will have to adjust the gadjets on the sight because they are just thrown in, and positions are mainly incorrect (you could add a gravity meter too) current features: -aimer projectile removed, instead of that you can place those red spheres on ground do designate the target, you can then modify those spheres positions while in sight mode, you aim for the sphere and push reload [you have to unsight to reload with reload button, or when you run out of ammo it would reload>]. then the sphere will hold the distance it had relative to you, and moving around the sight would move around the sphere. you can target the sphere and move around while targeting it continiously. you can modify that distance with zooming, so if you pick a sphere for modification, you cant change zoom. Spheres are not visible when they are behind something, this should be changed, since you can pick targets across walls.. Add a rectangle or something to the sight, depending on position of spheres and distance of them, plus the zoom level. -while in sight mode you can pick targets for targeting by switch weapon mode, using it twice, would change targeting mode from direct to indirect (indirect is heigher angle obviously). when you target a sphere, the current accuracy of aiming is shown, the desired angle for the sphere to be hit is also shown, gun takes some time to adjust its pitch and yaw to desired values. When you aim a designated target with that auto aiming, it will auto aim continiously whether you are in sight mode or not. -when you autoaim a target, projectiles will explode after time required to reach the target is passed, so sort of in a proximity mode, depending on the current accuracy of aiming. -using firemode switch, while not in sight mode, drop the gunpitch and yaw to null, will stop aiming targets, and will release the currently modified target sphere. if you use firemode selector in sight mode, and you select the open ground far away from targets, it will stop aiming targets, set gunyaw to null, but it will preserve the last gunpitch, so that the gun would remain at a fixed angle, if it was before. doing so again, would also reset the gunpitch to null. -projectiles don't use built in physics, they are changed manually from script, because i used a fearly feable minded method to target things. (maybe there is some problem with ammo pickup, becaus i use a modifyed ballistic, where you don't get ammo from weapons, other then what is remained in the magazine.. just remove comments, if thats the case) -the code is extramely lazy done, no comments mostly. Try it out, i could only test it in listen mode, so i don't know if everything will be fine online, i will fix up some minor stuff and might add/modify some features (auto aim at gunpoint might be usefull, its easy to add), but only if someone would create the modifyed meshes and stuff. |
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| Author: | CMGuy [ Thu Sep 22, 2011 3:22 pm ] |
| Post subject: | Re: Inproving the HAMR? |
Interesting, but indeed, it needs to be polished up. But its getting there... and for a new model, u should ask any of the many modelers out here. If u ask for help, u will get help, it all takes time though. |
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| Author: | mzoltan22 [ Thu Sep 22, 2011 10:32 pm ] |
| Post subject: | Re: Inproving the HAMR? |
CMGuy wrote: Interesting, but indeed, it needs to be polished up. But its getting there... and for a new model, u should ask any of the many modelers out here. If u ask for help, u will get help, it all takes time though. ok, i am waiting for modellers help, what do you mean by polished, besides the uggly scope text alignments for example? |
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