Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
jdog wrote:
.-*-.ShoCkwaVe.-*-. wrote:
planet hoth zoomed out
at 512x512 I have no clue as to how players will be able to reach eachother *shrug* but They have to be this big in order to add all these objects & make it look properly evened out & not crowded.
Im hoping gavin is increasing the weapons range or something. that would be great.
I've already asked gavin about that and he he wasn't going to do that but you could always use the velocitychange tag to increase the weapons range.
Joined: Wed Aug 25, 2004 3:54 pm Posts: 539 Location: In a van down by the river.
*sigh*
if only there was a way to get animation in object models
so my AT-AT walkers can walk towards player positions
from a distance away like the movie & other star wars games.
in the surround distance *or* using a walking path mask
in the map that would only work at ground 0.
(or)
maybe not sink or ghost into the map and be able to
recognise elevation & walk up & down the surfaces.
well avoiding drops & cliffs too.. I spose it would be nice
if animated walking objects could only walk up or down
a percent in steepness
Joined: Fri Nov 12, 2004 3:54 pm Posts: 3291 Location: Apoc City USA - outnumbered, but still fighting.
jdog wrote:
you could always use the velocitychange tag to increase the weapons range.
velocity change resets the velocity to a single set speed, right? and WeaponVelocity would be easy enought, but it does have a bit of a difficulty, The tag currently multiplies the set velocity by the chosen varible. its a bit troublesome to fine tune a shot that is set at 3x velocity.
would be nice to have a tag that automattically added a set power to the shot. Perhaps an additial 500 or 1000 velocity.
Could we have a tag for maybe <.....type='WeaponHighvelocity'> which has a minimum velocity of 1000
Either that or a new feature that allows a player to purchase booster power for a shot. Each shot would use up a small amount of booster energy. This would make the game even more strategic and a bit tricky too.
Chopper: I really enjoy talking with folks in other countries, drinking stoli/tonic... pulling off shots that seem impossible, drinking..
Fact: CO2 = less than .04% (.00038) of the atmosphere - only a small fraction of that is man made.
Joined: Sat Apr 24, 2004 6:52 am Posts: 1393 Location: Florida, USA
A way to set a weapon to a specific velocity has been on my wish list for some time. My main reasoning behind this was for machine guns and other weapons where you shouldn't be able to adjust the power on it. Or for other funky bomb type weapons where you want projectiles to spread at a consistant velocity. (edit) My suggestion was to add in a boolean toggle to WeaponVelocity that toggles between a relative adjustment (current setup) and an absolute adjustment. This would work in the same way that the toggles in WeaponRedirect work. False would be relative, true would be absolute. When in absolute mode, a velocitychange of 1.0 would result in the weapon traveling at the same rate as a shot made with 1000 power.
But, I don't really see how that would be helpful here. The standard WeaponVelocity seems like it would be more appropriate. If all your maps are going to be twice the size of standard, why not add a weaponvelocity with a velocitychange of 1.5 or 2.0 to the head of every weapon?
However, if you're planning on making each map a different size, that won't work very well. And, if that is the case, I'm not sure what you could do currently to address the issue. Perhaps Gav will come up with something along the lines of a velocity scaling feature for odd size landscapes. Or, as some else suggested, you could give everyone free fuel..
Joined: Wed Aug 25, 2004 3:54 pm Posts: 539 Location: In a van down by the river.
Bobirov wrote:
A way to set a weapon to a specific velocity has been on my wish list for some time. My main reasoning behind this was for machine guns and other weapons where you shouldn't be able to adjust the power on it. Or for other funky bomb type weapons where you want projectiles to spread at a consistant velocity. (edit) My suggestion was to add in a boolean toggle to WeaponVelocity that toggles between a relative adjustment (current setup) and an absolute adjustment. This would work in the same way that the toggles in WeaponRedirect work. False would be relative, true would be absolute. When in absolute mode, a velocitychange of 1.0 would result in the weapon traveling at the same rate as a shot made with 1000 power.
But, I don't really see how that would be helpful here. The standard WeaponVelocity seems like it would be more appropriate. If all your maps are going to be twice the size of standard, why not add a weaponvelocity with a velocitychange of 1.5 or 2.0 to the head of every weapon?
However, if you're planning on making each map a different size, that won't work very well. And, if that is the case, I'm not sure what you could do currently to address the issue. Perhaps Gav will come up with something along the lines of a velocity scaling feature for odd size landscapes. Or, as some else suggested, you could give everyone free fuel..
a better *easier* way to solve this problem is if gavin simply adds
a tag that looks at the landscapesdef.xml and sees & adjusts the..
it should change the weapons distance capabilities *automaticly* determined in the size of the maps.
*forget* giving free fuel,... that makes my problems worse..
as I need to give a specified amount of free fuel for the players in the base objectives map so they have to walk a few turns to get within range
of the bases. *NOT* total free fuel just an amount per turn.
because the laser weapons will only be able to shoot so far
Joined: Fri Nov 12, 2004 3:54 pm Posts: 3291 Location: Apoc City USA - outnumbered, but still fighting.
I am currently learning about some imaging issues, as I am a total noob at graphics and imaging. I hope to have a nifty logo idea sometime soon, if I can get off the phone with my realtor
Attachments:
scorch wars logo beta.gif [ 74.27 KiB | Viewed 1029 times ]
Chopper: I really enjoy talking with folks in other countries, drinking stoli/tonic... pulling off shots that seem impossible, drinking..
Fact: CO2 = less than .04% (.00038) of the atmosphere - only a small fraction of that is man made.
Governor Tarkin: Perhaps she would respond to an alternative form of persuasion.
Darth Vader: What do you mean?
Governor Tarkin: I think it is time we'd demonstrated the full power of this station. Set course for Alderaan.
So here's the textured version of the Death Star.
Cam
Attachments:
File comment: Death Star Files deathstar.zip [312.31 KiB]
Downloaded 37 times
File comment: Death Star Image dstar.jpg [ 3.98 KiB | Viewed 983 times ]
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