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Do you think that the SAI should be implemented in 2.5?

Yes
1654 (83.7%)
No
322 (16.3%)

Total Members Voted: 57

Author Topic: SAI Mod  (Read 84455 times)

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Offline Spanky

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Re: SAI Mod
« Reply #195 on: Monday, August 05, 2013, 23:25:29 PM »
How does the enemy spotted work? Does it find a collision and plot the coordinates? Would it be possible to spawn an emitter at that location? Perhaps a little smoke or flare or something in the 3d space?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Mod
« Reply #196 on: Tuesday, August 06, 2013, 01:13:38 AM »
How does the enemy spotted work? Does it find a collision and plot the coordinates? Would it be possible to spawn an emitter at that location? Perhaps a little smoke or flare or something in the 3d space?

Yeah, it's using Trace.

So, I get the
HitLocation.X
HitLocation.Y
HitLocation.Z

As a result.

So what you are proposing would be possible, and at first when I was thinking on what it would mean, was that it would be cool.
However, if you could report enemies, causing a smoke to appear, it could be used to smoke on a distance, and that would be just ridiculous.

Offline Possessed

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Re: SAI Mod
« Reply #197 on: Tuesday, August 06, 2013, 01:19:58 AM »
HitLocation XYZ can be:

var Vector ReportLoc;
HitLocation = ReportLoc(0,0,0);

btw that would change all ur code :D and I'm not Sure if the code above is right >O
« Last Edit: Tuesday, August 06, 2013, 01:22:19 AM by Possessed »
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline Spanky

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Re: SAI Mod
« Reply #198 on: Tuesday, August 06, 2013, 02:06:05 AM »
You built in a spam protection right? I wouldn't do a huge smoke, maybe a small flare or something. Smaller than the incendiary, maybe something close to the smoke on Live_Jump. It wouldn't provide much cover but it would provide a visual cue. It doesn't even have to be smoke either. We could make a real flare. Small bright light, faint smoke. Soldiers do use those to mark things since they're easy to throw. It could be somewhat realistic.

I already have a really good sound for one from AA3: S-mAAp_Pack_6.Pipeline.fire_extinguisher

I'd almost bet that the code is easily copy-pasted in AA. Shouldn't be too hard to spawn an emitter. The question is, will it just float or would a spawned item fall if it has karma? I wouldn't like to rely on it for Mac & Linux but I could always make a KActor for the physics mod.

It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Possessed

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Re: SAI Mod
« Reply #199 on: Tuesday, August 06, 2013, 02:38:38 AM »
let him release it first, then we start to suggest New features  :up:
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


JonnyM

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Re: SAI Mod
« Reply #200 on: Tuesday, August 06, 2013, 02:40:48 AM »
Is this the way it worked in 2.8?
Might be better to keep it simple for the initial release. If ELiZ does merge it into anti poke it can be easily updated at any time.

Offline Spanky

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Re: SAI Mod
« Reply #201 on: Tuesday, August 06, 2013, 02:44:20 AM »
Fair enough :) I'm just thinking out loud here. The SAI is amazing by itself.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Mod
« Reply #202 on: Tuesday, August 06, 2013, 04:58:15 AM »
Spawning it was rather simple:


Quote
local fx_exp_smallfire mySmoke;
mySmoke=myLevel.Spawn(class'fx_exp_smallfire',,,HitLocation);
mySmoke.LifeSpan=8.0;

Offline ELiZ

Re: SAI Mod
« Reply #203 on: Tuesday, August 06, 2013, 05:21:02 AM »
Here is a Test with the Emitters Activated.

[youtube]T9Fqiq1b488[/youtube]

As mentioned, not for the initial release, but I made this video so that we would have all the cards on the table when discussing it for future releases

Emitter is visible for team mates only.

Offline Possessed

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Re: SAI Mod
« Reply #204 on: Tuesday, August 06, 2013, 11:55:24 AM »
now make the flames do damage = pwn!
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline Spanky

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Re: SAI Mod
« Reply #205 on: Tuesday, August 06, 2013, 12:38:30 PM »
I like it. I'm wondering about other options. Having a smoke/flare on the side of a wall (especially brick) doesn't make much realism sense. Is there any way to bind it to a Karma object? That's bad for Mac & Linux but then we could have something uber realistic. For simplicity and cross-platform, I'm wondering now about a projector with a spraypainted message or maybe just a red X sprayed on the wall? No abuse that way and I'm sure you could look at bullet decals to get the code you need.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

JonnyM

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Re: SAI Mod
« Reply #206 on: Tuesday, August 06, 2013, 12:59:20 PM »
Where do you get the idea mac and linux does not have karma? I know your physics mod did not work on the unix side but have you tried jumping off the bridge on unix? wonderful fluid physics.

Offline Spanky

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Re: SAI Mod
« Reply #207 on: Tuesday, August 06, 2013, 13:05:27 PM »
That's precisely it, the Karma object would be created through the physics mod, thus not working on Linux & Mac. It would be an elegant and functional solution but it would leave people out. I don't know what it would take to get physics to work on Lin & Mac. Remind me, does it crash or simply do nothing? If it does nothing then we might be able to do something cool for the Win players.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

JonnyM

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Re: SAI Mod
« Reply #208 on: Tuesday, August 06, 2013, 13:09:49 PM »
No it crashes. segmentation fault. Lol, I don't really think its appropriate to drop multiplatform support for some flares that fall on the floor.

JonnyM

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Re: SAI Mod
« Reply #209 on: Tuesday, August 06, 2013, 13:10:49 PM »
I am looking forward to getting the SAI into the game now, i will be nice to do some work thats not AC related.

 

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