This topic contains 8 replies, has 0 voices, and was last updated by  .–.ShoCkwaVe.–. 10 years, 5 months ago.

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  • #5447

    .–.ShoCkwaVe.–.
    Participant

    the idea came to me some time ago..

    even sent robert a test golden gate bridge type model a while back..
    but, back then it didn’t seem plausible enough to ask for.

    Now that things are looking more possible the idea is to make
    landscape object model placements that have the same moveable
    surface sturcture as any surface on any given map.

    so that players can use fuel across a placement model bridge..
    one island to the next (or) platforms that can be used as areas
    of a starting point .. when the game loads and the area mask on
    the map fits within the platforms placing.. the player can randomly
    either start on land or on say a 50 foot high modeled platform.

    not exactly sure how you could get clickable highlighted areas
    of an object bridge placement model..

    but, sounds like a challenge gavin & some of these clowns
    think you can’t do it!! me & some of the guys have a bet goin
    in our bet ring.. I got 50 bucks that says you can!

    I have faith in yah!!
    😆 j/k

    I suppose the only way you could get the bridges to work
    is on a masked non generated map.. and finely tuned
    adjusted to coordinates island-a to island-b..

    but still.. think of how it might look with pretty sailboats passing under it!!
    and.. and.. waves in the water splashing up on the bridges knocking
    players off like gusts of wind 😀

    hmm.. perhaps even giving the bridges non hurt from explosive
    weapons damage..or burnt versions for explosives??

    cheers

    #41383

    Deathstryker
    Participant

    That’s a really kickass idea…. And when the bridge gets destroyed, any tanks on it fall to their deaths in the water 😈

    #41384

    Thrax
    Participant

    @deathstryker wrote:

    That’s a really kickass idea…. And when the bridge
    gets destroyed, any tanks on it fall to their deaths in the water 😈

    of course.. if it were possible to make the solid placements actually
    “solid”.. it may also let you position teleport onto raised areas, tall
    placements, or cat-walks.

    Yee-Haw.. Ride-them ATAT’s~!

    #41385

    Irishbandit
    Participant

    @thrax wrote:

    @deathstryker wrote:

    That’s a really kickass idea…. And when the bridge
    gets destroyed, any tanks on it fall to their deaths in the water 😈

    of course.. if it were possible to make the solid placements actually
    “solid”.. it may also let you position teleport onto raised areas, tall
    placements, or cat-walks.

    Yee-Haw.. Ride-them ATAT’s~!

    Sweet!!!

    #41386

    .–.ShoCkwaVe.–.
    Participant

    yes I like to ramble.. so get your reading glasses
    I wrote another book 😀

    1) avatars overide defaults when placed in the mods folder
    lets say if a mod is themed we may want to add in only selectable
    avatars such as if say it was a world war 2 theme mod..
    and team based.. then it would only be apropriate that there be
    say only country Flags to choose from.. british, german etc..

    I tested adding my own in thinking server side would override
    the defaults & it didnt work.

    also.. what, we cant have our own custom cursors?
    look in d-day data/windows folder.. I like the razor edge mouse cursor!
    … Not working

    2) a way to play more then one (or) random tank move.wav sound..
    so we can use randoms such as the way I did the molotov coctail weapon
    in d-day so every time you fire it you hear something different.

    so with that in mind every time you move the tank you here funny
    random sounds.. retreat!!.. or charge!.. etc.. rather then only one
    editable tank sound.

    3) much like sounds have direct placement spots on the map to an object
    groupname.. another for smoke or fires that can be looped or timed to
    stop & restart.

    and even lighting effects somewhat an oposite
    effect to placement shadows..

    so, campfires or houses on fire can be seen under placements that never
    vanish after a few senonds.. fires on a night map.. smoke puffs for
    damaged things..or lights directly placed inside a house to iluminate light..
    or lightpoles even.

    4) a switch to have a choice on/off for players to either not (or)
    be able to move under model placement objects.. might be usefull to
    move into a bunker or such as a defensive move.. but also notice the
    player cant shoot out of.. or be shot at.without hitting the object as a
    square wall without openings.

    so a window in the bunker model could be used as a window
    as long as he doesnt scrape the edges of the wall or object
    not the same as true.
    that is to say if the switch was on to enable movable undermodel.

    then you could shoot out openings that I guess you would have to
    add a custom group name called window in the 3d model such as
    turret or gunpivot so the game understands what a window is.

    if the switch was off the player couldnt move under the model at all
    and would have to move completely arround avoiding the object.

    5) a touchable point directly placed on the map (or) model.. if touched
    would be the goal.. basicly capture the flag..

    team 1 defense to the flag..
    team 2 to capture or touch as the objective..

    round end if either team 1 (defense) kills all aponents.. (or)
    round end.. if team 2 touches the flag before being killed off.

    6) [edit] I am almost sure this can be done already & if so..
    Ignore [/edit] objects that hurt or take away life say if a player touches it.. such as barb wire.

    7) if a teamate drives up close enough to injured teamate that doesnt
    have batteries..you have a choice to use friends batteries & fix friend?

    8: a deadzone mask..

    a mask that indicates if a player wanders into that masks
    dead zone in either white/red in the maps mask texture wich then
    triggers a weaponreference.. to an explosion @ distance 0 exactly
    at point of the obliviously wandering players position..

    so basicly a minefield.. without the need to place tons & tons of
    mine models that the modder has to place all over the map..
    the way it is now.. the player can plainly see them and has to be
    stupid enough to touch it for it to blow up in their face.

    so perhaps even red dots inside the areas of the mask texture
    indicating exact places the deadzone triggers..

    Basicly these are the sequence of events..

    red color = player stepped on red = trigger =action =
    weaponreference = boom = blown to bits).

    black= ignore area

    its a chance a player takes to use fuel threw that zone.

    see examble of the idea picture below.

    just thoughts & ideaRs because i was bored
    .. no real rush or valid kidnap your pet for demand ransoms. 🙂

    #41387

    .–.ShoCkwaVe.–.
    Participant

    perhaps some day we might also get a channels button for the server
    window so say if i wanted to talk to thrax or bobirov wanted to tell me to
    look out for a specific IP to ban.. we could do so directly from our server
    window.

    might also be a good way to get the administrators together
    might also be a good way to resolve or report possible bugs that say
    if i wasnt sure was a bug.. i could ask and have a quicker response.

    all this without needing yahpoo messenger or an irc client.

    trying to picture how you could do this..

    perhaps specific channel numbers for specific groups

    administrators channel = 100
    bug reports = 101
    bad behavior reports = 102
    recent news = 103

    etc etc.. just a thought..

    #41388

    imported_gcamp
    Participant

    @.-*-.ShoCkwaVe.-*-. wrote:

    perhaps some day we might also get a channels button for the server
    just a thought..

    This has been done already in the dev version.
    Phew 1/1023 😉

    #41389

    hobbesme
    Participant

    That is the most outrageous pictorial of Scorched action.

    Like anyone who knows my play style could possibly believe I wouldn’t have bought enough units of fuel to cross the Golden Gate bridge & escape into wine country.

    Ridiculous.

    #41390

    Irishbandit
    Participant

    @hobbesme wrote:

    That is the most outrageous pictorial of Scorched action.

    Like anyone who knows my play style could possibly believe I wouldn’t have bought enough units of fuel to cross the Golden Gate bridge & escape into wine country.

    Ridiculous.

    Nope you would just hobbes out. 😆

    #41391

    .–.ShoCkwaVe.–.
    Participant

    @hobbesme wrote:

    That is the most outrageous pictorial of Scorched action.

    Like anyone who knows my play style could possibly believe I wouldn’t have bought enough units of fuel to cross the Golden Gate bridge & escape into wine country.

    Ridiculous.

    somehow, I knew you would say something to that effect. 😆

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