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Acouple feature request for review

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 Post subject: Acouple feature request for review
PostPosted: Tue Aug 17, 2010 6:49 pm 
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I dont want to clutter up mantis with a bunch of useless requests, so i figured id post them here before getting the ok to add them to the mantis.
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Feature #1
__________________________

<accessoryaction type='WeaponSpawnBoid'>
This could spawn a player owned boid, or if not, then just a boid.

This could be useful for lasting effects that require movement.

Feature #2
___________________________
add a smart ai to boids and allow them to target groupnames specifically.
(i think a boidsweaponset would be useful for this too, and use user defined groupnames as a way to specify the weaponsets for them)

Feature #3
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Spline based events using points on the map for events from spline controlled objects(this may already be possible without new additions?)

<controlpoint><A>256</A><B>0</B><C>90</C></controlpoint>
<eventpointtype='WeaponReference'>
<weapon>b2strike</weapon>
<location>
<A>128</A><B>128</B><C>90</C>
</location>
</eventpoint>
<controlpoint><A>256</A><B>0</B><C>90</C></controlpoint>

This would cause the object to travel from a to b then as it reaches b, fire the weapon b2strike, then continue on to point c, alowing more events and coordinates to follow after if desired.

Ive put alot of thought into theese sugggestions, but im sure they would be relatively hard to do since they are complex systems based mostly on user input. #-o Do any of theese interest you Gavin?
:wink:
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 Post subject: Re: Acouple feature request for review
PostPosted: Mon Aug 23, 2010 1:22 pm 
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I think the first two are possible already although I have to try them out to be sure.


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 Post subject: Re: Acouple feature request for review
PostPosted: Wed Aug 25, 2010 8:13 pm 
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Great! :D
What was the issue with tank AI placements? Was it the conversion to real time?
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 Post subject: Re: Acouple feature request for review
PostPosted: Thu Aug 26, 2010 4:23 pm 
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Quote:
What was the issue with tank AI placements?


Sorry don't get what you mean. :?


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 Post subject: Re: Acouple feature request for review
PostPosted: Thu Aug 26, 2010 5:18 pm 
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For placing smart ai on the landscape, defined in placements.xml.
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 Post subject: Re: Acouple feature request for review
PostPosted: Fri Aug 27, 2010 11:11 pm 
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Ah, there is no issue with it. Just haven't got round to it yet. There used to be a mechanism to add actual AI tanks to the landscape but I removed that in a prior version. It was really hard to keep it working when making engine changes. I think going forward it should be possible to assign AI's to targets (like the ships kind of).

Also the idea to be able to define exactly where players are positioned is a good one. I think other games have a certain number of starting positions that are chosen from at random.


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 Post subject: Re: Acouple feature request for review
PostPosted: Fri Aug 27, 2010 11:17 pm 
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woot! I smell the smell of scorching and well placed tanks int he morning!
:P
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 Post subject: Re: Acouple feature request for review
PostPosted: Sat Sep 04, 2010 9:34 am 
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Please ensure Kanga is always placed 'Down Wind'

I clutter this thread no longer :D
Chopper wrote:
You mean the one where i'm surrounded by all these little peanuts....they all have hatchets....they're chasing me...and then there's this BIG peanut....and he's all purple and green ...he's trying to grab me....AArrYYYHHHGGGGG... [-o<


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 Post subject: Re: Acouple feature request for review
PostPosted: Sat Sep 04, 2010 2:34 pm 
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*Shoots at PeanuT and misses* Dang Nut quit 'portin' :lol:

Stick around a little longer...oh yeah the pubs are open... #-o
Three old guys are out walking. First one says, 'Windy, isn't it?'
Second one says, 'No, it's Thursday!'
Third one says, 'So am I. Let's go get a beer.'
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 Post subject: Re: Acouple feature request for review
PostPosted: Sat Sep 04, 2010 9:43 pm 
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PeanutsRevenge wrote:
Please ensure Kanga is always placed 'Down Wind'


Haha, only if its force 5 wind! :P

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 Post subject: Re: Acouple feature request for review
PostPosted: Wed Feb 02, 2011 5:04 am 
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hmm been running into this problem recently, having to use multiple explosions for different deform sizes. Perhaps in V44 Gavin you could unhook the dform from the size of the explosion, (example)

<deform>down</deform>
<deformsize>4</deformsize>
<size>2</size>

Just be handier than using an extra exp for different deform haah. :)

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 Post subject: Re: Acouple feature request for review
PostPosted: Fri Feb 04, 2011 1:53 pm 
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Sure sounds reasonable.


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 Post subject: Re: Acouple feature request for review
PostPosted: Fri Feb 04, 2011 7:16 pm 
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ArmorWraith wrote:
Feature #3
____________________________

Spline based events using points on the map for events from spline controlled objects(this may already be possible without new additions?)

<controlpoint><A>256</A><B>0</B><C>90</C></controlpoint>
<eventpointtype='WeaponReference'>
<weapon>b2strike</weapon>
<location>
<A>128</A><B>128</B><C>90</C>
</location>
</eventpoint>
<controlpoint><A>256</A><B>0</B><C>90</C></controlpoint>

This would cause the object to travel from a to b then as it reaches b, fire the weapon b2strike, then continue on to point c, alowing more events and coordinates to follow after if desired.


Have you thought about implementing this? It would really be useful for campaign modes. :)

I have used spline movement for my aircraft, they will sometimes drop the bombs in the hangar. (woops!) Right now it is rather comical, but due to this I cannot make them hurt players, and be collisionable at the same time as they will wipe themselves out when landing and accidentally bombing them selfs.

Any idea how i could fix this without removing damage from the bombs?

Maybe an event tag like <noselfcollision>true</noselfcollision> for boids and ship groups? (perhaps i am unaware of it? The docs could use some updates, Im willing to update them :D)
I guess i could meticulously time them to drop at certain instances too. hmm i need to ponder more on this.

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 Post subject: Re: Acouple feature request for review
PostPosted: Tue Feb 08, 2011 6:35 am 
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Hey Gavin,

I have a quick fix for most of my particle needs, could you make it so I can choose a single emitter to emit a billboard image for a flame stream from a projectile, instead of a flame stream of 4 emitters?
(i believe they call it billboarding when it rotates with camera?)

(also it would be helpful to be able to manually control image spacing of particles in a tag for projectiles. )


This would help with things like bullets, and lensflares for missiles.
:)

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 Post subject: Re: Acouple feature request for review
PostPosted: Sat Feb 19, 2011 3:31 am 
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A transparency bool for water? similar to pressing w except a bool in the texture file? :)

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