@Bittah Commander
thanks for the good comment. And no, i can't map, so no map from me. But i hope that i get it work as a single mix file, that just needs to be added to the game, giving all units like an expansion package.
So other good map makers can simply use this package for new Bug Missions.
Right now it's planned to be just a package with the Starship Trooper Bugs, so no grass hopper swarms or ants.
QUOTE (harv @ Feb 16 2007, 03:02 AM)
are you going to release them those shps LKO
sure, when all units are done.
QUOTE (Corsair @ Feb 16 2007, 03:56 AM)
By the way, I have the sound effects from
Starship Troopers: Terran Ascendancycan you send me those per PM, or offer them here?
what i need are sounds for the Bug, FireBug, Plasma Artillery Bug, Brain Bug and maybe Flying Bug.
QUOTE (ChrisIchikawa @ Feb 16 2007, 05:57 AM)
Make it some kinda turret. That is, if deployed. Hold on a sec', maybe not. "Neutral" AI is far too dumb to do that, lest you make your own AI for them. Or if all else fails, you might try making as little frames as possible. Is this bug a "vehicle" or "infantry"?
a turret wont work, because it doesn't supports firing anims.
Its a Vehicle. Only the Bug and maybe Flying Bug are Infantry.
hmm i see what i can do. The turning anim would last only 4 frames what could be acceptable, before the actual firing anim starts.
QUOTE (ChrisIchikawa @ Feb 16 2007, 05:57 AM)
Also, give the Plasma Bug's fire-animation some massive damage value. You said the Plasma Bug explodes upon firing, no? Let its own firing anim kill itself. ^_^
No the Bug doesn't self destructs. With blow up i meant that it pumps up his back like a balloon, collecting energy for the Plasmablast.
QUOTE (Machine @ Feb 16 2007, 01:53 PM)
I know that jumpjet logic is flawed, since it uses the firing frames at ground, and the standing frames when flying, and sometimes it messes up other sequences; but you could still use it, if you make the bug fly at ground level; I mean using the same sequences for the ground and flying state; in this way, the game won't mess up by alternating the ground and flying anims, since the are the same; this even reduces your work, since you shouldn't have to animate too much frames
that it uses the standing frames also in air is new to me. I only knew that jumpjet logic uses the air firing frames for both, ground and air.
To make it fly at ground level isn't possible without changing it for all jumpjet units. So i don't think this is possible, because of the global value CruiseHeight=500.
Except you can add "FlightLevel=" to a jumpjet unit and it would use this. Does anyone tested this?
Using the same sequences isn't that easy as you might think.
While flying it doesn't uses the shadow frames and produces a shadow drawn by the engine. And for the ground stage it needs shadows.
But the biggest problem is that the movie Flying Bug was a melee attack unit, what is not usable for a TS jumpjet unit that flies at a fixed height far away from the target.
QUOTE (ChrisIchikawa @ Feb 16 2007, 03:18 PM)
What if you give the "ground" firing frame its flying frame and vice-versa? Would that work?
no, it just uses for both always the "FireFly=" anim.
QUOTE (ChrisIchikawa @ Feb 16 2007, 03:18 PM)
Just curious: What are you gonna do with the Brain Bug? I mean, it just sucks knowloedge from its victics, AFAIK. Or did I forget something?
only to have them all. I have no real purpose for this. Maybe i make it as a deployer, so it can deploy into something like a breeder ConYard Factory thing. Like the Zerg Hatchery.
@Roani52
no, this shouldn't be a new side. But if someone else wants to make a new one with these, why not.
again
no i dont make my own mod. :biggrin:
since now i only made 3 buildings and all other stuff were units. for a mod it needs more than just new units, i think.