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> IsLimpetDrone=yes for mobile buildings, some research
graaaak
Should we give the scrin mobile buildings?
yes [ 5 ] ** [100.00%]
no [ 0 ] ** [0.00%]
maybe [ 0 ] ** [0.00%]
coke or pepsi?
coke [ 3 ] ** [60.00%]
pepsi [ 2 ] ** [40.00%]
Total Votes: 5
  
Team Black
post Jun 10 2007, 09:37 PM
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QUOTE (Lin Kuei Ominae @ May 16 2007, 08:09 AM) *
the base is almost mobile. Every building is something like a big ship that lands and deploys (using hover logic with a raised floating height).
They only use 4 or 5 different shiptypes to fulfill all needs for a base...

I'm thinking that the scrin would have starcraft-esque buildings, that would lift off the ground and could move to a new location. We could play around with this idea a bit, though the best way to go about it I think, would be this:

the Limpet drone only has 1 facing, and a constant animation (animation runs whether moving or not).
We know it definitely supports hover and deploy logic (which would be the only things really essential for mobile buildings)

So basically, the limpet drone shp logic behaves exactly like a TS building shp, except that its a vehicle - it's ideal in every way to use as the Scrin's mobile base buildings!

It's totally superior to using voxels I would say...

So, I looked through the files to see what we needed to replicate that effect.

The art entry is fairly simple lol.gif
QUOTE (artfs.ini)
[LIMPED]
Cameo=LIMPICON


There is nothing odd about the rules entry, the loco is the exact same as the HMLRS..
The only thing is this:
QUOTE (firestrm.ini)
IsLimpetDrone=yes

I'm not exactly sure what logics come with this tag

So I did a test on this, to make sure it could be replicated
(Behold, the leet 2-minute-shp XD)
Attached File  leet_hand.gif ( 22.97K ) Number of downloads: 1

And just to make sure it works ingame:
Attached File  ingamer_hand.PNG ( 79.96K ) Number of downloads: 2

(Let it be OFF the record that this is my first completed shp XD)
Everything works as expected. We won't have to work out multiple building facings, ROT isn't an issue, it's not blocky like a voxel, and it supports a constant animation, so we can make it look like it's flying, AS WELL AS give it the same anims as it would if it were a regular building

The cons:
the shadow will need some care... It'll have to be consistent with the hover height, or else the player won't perceive the unit's height correctly
the selection box isn't centered. I'm not sure if it's just a matter of positioning the image in the shp builder or what...
>To the exe hackers: how difficult could it be to give units a building-type looking selection box? would it be worth looking in to?

>Blackster out<

This post has been edited by Team Black: Jun 11 2007, 02:22 AM
Attached File(s)
Attached File  hvrhand.zip ( 7.48K ) Number of downloads: 0
 


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Team Black
post Jun 10 2007, 11:54 PM
Post #2


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Favorite game: Tiberian Sun



We could give the buildings would have thrusters or something, so they wouldn't need to turn. tongue.gif

Starcraft buildings don't turn I think, do they? ... could someone post pics of those?


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