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> A few suggestions
Bittah Commander
post Aug 5 2009, 12:50 AM
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Here's just a few requests/suggestions...
  • A superweapons allowed multiplayer option (checkbox).
  • A superweapon launch anim.
  • Air strikes (possibly you could adapt the Hunter Seeker's logic for this).
  • EMPulseSparkles= moved from [AudioVisual] to the (EMP) weapon or warhead (this way the visual effect an EMP weapon has on a vehicle can differ per weapon).
  • Sticky anims (warhead animations that stick to units, just like the EMP sparkles). It might be useful to know that when you add Next= to EMP_FX01 (the default EMP sparkle anim), the animation specified after Next= will stick to the unit when it moves.
  • the Shockwave from Ion Cannon to be made optional (so it can either be disabled for the Ion Cannon or be assigned to other weapons).
  • Dogfights
  • The possiblity for units to pick multiple (possibly have a definable limit) firepower or armor power-ups, just like in Sole Survivor (it's already possible with speed upgrades I believe). Currently when a unit that already picked up a firepower upgrade or armor upgrade picks up another crate which is supposed to contain a firepower or armor upgrade, it'll be a money crate instead (even if money crates are turned off).
  • ROF power-ups (also like in Sole Survivor).
  • The option for stealth crates to be temporary (so units that pick up a stealth crate will uncloak again after a certain amount of time). If reversing the effects of a stealth crate is not possible, maybe have a stealth crate attach an invisible sticky anim to the unit which after a certain amount of time (set via a number of invisible frames and framerate) jumps to another invisible sticky anim with 1 frame (via Next=) which deals 1 damage point, then jumps to another invisible sticky anim with 1 frame which heals 1 damage point and constantly keeps looping these 2 single frame anims.
    I believe animations can't heal units however, which brings me to my next point...
  • Animations that can heal units (like weapons or particle systems can).
  • The ability to select a target for a hunter seeker (like you would do with any other super weapon). This would for example allow modders to modify the hunter seeker into a missile which can be shot down for (or just a plain hunter seeker which attacks the target you want it to attack). I'd suggest the possibility for normal missiles to be shot down... But I doubt there's even a point in bothering tongue.gif


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SeekSomethingNew
post Aug 5 2009, 01:04 AM
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QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
A superweapons allowed multiplayer option (checkbox).

this should be possible, and i dont see why not smile.gif


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
A superweapon launch anim.

Logic is present last time i looked (2007 or so), ill take a look at what stops this logic from executing...


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
Air strikes (possibly you could adapt the Hunter Seeker's logic for this).

This is a plan, but i cant guarantee anything.


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
EMPulseSparkles= moved from [AudioVisual] to the (EMP) weapon or warhead (this way the visual effect an EMP weapon has on a vehicle can differ per weapon).

I can do this, no problem smile.gif


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
Sticky anims (warhead animations that stick to units, just like the EMP sparkles). It might be useful to know that when you add Next= to EMP_FX01 (the default EMP sparkle anim), the animation specified after Next= will stick to the unit when it moves.

Really? Interesting, something to definatly look into.


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
the Shockwave from Ion Cannon to be made optional (so it can either be disabled for the Ion Cannon or be assigned to other weapons).

I think DCoder recently made this possible, maybe ill have a chat with him.


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
Dogfights

Of course wink1.gif


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
The possiblity for units to pick multiple (possibly have a definable limit) firepower or armor power-ups, just like in Sole Survivor (it's already possible with speed upgrades I believe). Currently when a unit that already picked up a firepower upgrade or armor upgrade picks up another crate which is supposed to contain a firepower or armor upgrade, it'll be a money crate instead (even if money crates are turned off).

Noted, cant promise anything though.


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
ROF power-ups (also like in Sole Survivor).

Never looked into adding CrateTypes, i dont think there would be a problem...


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
The option for stealth crates to be temporary (so units that pick up a stealth crate will uncloak again after a certain amount of time). If reversing the effects of a stealth crate is not possible, maybe have a stealth crate attach an invisible sticky anim to the unit which after a certain amount of time (set via a number of invisible frames and framerate) jumps to another invisible sticky anim with 1 frame (via Next=) which deals 1 damage point, then jumps to another invisible sticky anim with 1 frame which heals 1 damage point and constantly keeps looping these 2 single frame anims.

Temporary Stealth Effect, this is interesting...


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
I believe animations can't heal units, so animations that can heal units (like weapons or particle systems can).

So they can damage of course? What controls this?


QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM) *
The ability to select a target for a hunter seeker (like you would do with any other super weapon). This would for example allow modders to modify the hunter seeker into a missile which can be shot down for (or just a plain hunter seeker which attacks the target you want it to attack). I'd suggest the possibility for normal missiles to be shot down... But I doubt there's even a point in bothering tongue.gif

HunterSeeker code is something i have never been able to put my head around, we will see...


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Posts in this topic
- Bittah Commander   A few suggestions   Aug 5 2009, 12:50 AM
|- - Bittah Commander   QUOTE (CCHyper @ Aug 5 2009, 03:04 AM) So...   Aug 5 2009, 01:08 AM
- - Darkstorm   Planning a Sole Survivor mode for DTA I see, or at...   Aug 5 2009, 03:37 AM
- - Orac   Actually, if there's room for me too add a sug...   Aug 5 2009, 04:54 AM
- - CCHyper   QUOTE (Orac @ Aug 5 2009, 05:54 AM) Hyper...   Aug 5 2009, 02:03 PM
- - Bittah Commander   A different palette for every building... Would be...   Aug 7 2009, 02:19 AM
- - CCHyper   QUOTE (Bittah Commander @ Aug 7 2009, 03...   Aug 7 2009, 10:05 AM
- - Bittah Commander   With the houses I found Firestorm actually DOES re...   Aug 8 2009, 09:00 AM
|- - CCHyper   QUOTE (Bittah Commander @ Aug 8 2009, 10...   Aug 10 2009, 12:47 PM
- - Deathrider1991   The possibility for buildings to stop fuctioning w...   Aug 10 2009, 04:08 PM
- - CCHyper   QUOTE (Deathrider1991 @ Aug 10 2009, 05:0...   Aug 10 2009, 05:40 PM
- - Deathrider1991   Oh, I thought I saw a post on PPmsite about that, ...   Aug 10 2009, 05:56 PM
|- - ^Rampastein   I don't think this small (re-)suggestion needs...   Aug 11 2009, 08:01 AM
- - CCHyper   QUOTE (^Rampastein @ Aug 11 2009, 09:01 A...   Aug 11 2009, 11:37 AM
|- - ^Rampastein   QUOTE (CCHyper @ Aug 11 2009, 02:37 PM) S...   Aug 11 2009, 02:48 PM
|- - Bittah Commander   QUOTE (CCHyper @ Aug 11 2009, 01:37 PM) I...   Aug 11 2009, 08:36 PM
|- - ^Rampastein   QUOTE (Bittah Commander @ Aug 11 2009, 11...   Aug 12 2009, 12:57 PM
- - CCHyper   Indeedy... Question though, do lasers crash YR?   Aug 12 2009, 01:38 PM
|- - Lin Kuei Ominae   no. They have fixed them afaik too. So if you can ...   Aug 12 2009, 02:40 PM
|- - ^Rampastein   QUOTE (Lin Kuei Ominae @ Aug 12 2009, 05...   Aug 12 2009, 02:56 PM
|- - Lin Kuei Ominae   Haven't you seen Hypers post on ppm?   Aug 12 2009, 03:20 PM
|- - ^Rampastein   Meh, I don't visit PPM that often, about once ...   Aug 12 2009, 03:48 PM
- - Bittah Commander   Well, here's another suggestion... Move Small...   Aug 12 2009, 10:31 PM
|- - Machine   Actually I would love the tag "DiesInto=...   Aug 13 2009, 01:37 AM
|- - Lin Kuei Ominae   How about the keys UnitType.YellowSpeedPenalty=[F...   Aug 14 2009, 08:08 PM
- - CommanderSpartan   I have a question, will you fix the pilots?   Aug 16 2009, 02:38 AM
- - CCHyper   QUOTE Move SmallVisceroid= from [General] to Infan...   Aug 24 2009, 11:07 PM
|- - Lin Kuei Ominae   QUOTE (CCHyper @ Aug 25 2009, 12:07 AM) W...   Aug 25 2009, 11:01 AM
- - CCHyper   Strange. Ok, ill look into this too.   Aug 25 2009, 05:11 PM
- - Bittah Commander   QUOTE (myeself)Have health bars (without the selec...   Sep 17 2009, 11:06 PM
- - Poskov   These are all good ideas, but it would be nice if ...   Jan 7 2010, 12:56 AM
- - CCHyper   I will not be altering the INIs themselfs, you mod...   Jan 7 2010, 03:32 AM
- - Darkstorm   Yeah, it would be very irritating to transfer a mo...   Jan 7 2010, 06:34 PM
- - CCHyper   HyperPatch is 2.03, with my additions and/or fixes...   Jan 9 2010, 04:54 PM
- - Devastator   I'm thinking it's okay to post in THIS top...   Apr 30 2010, 11:58 PM


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