Customisable "sfx types"/Others ideas

Customisable "sfx types"/Others ideas

Requests for features in the spring code.

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Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Customisable "sfx types"/Others ideas

Post by Crampman »

I was wondering if it would be cool to make the sfx-emit system (in the scripts) customizable, like the explosions.
That would allow modders to make more complexes units effetcs (And not only black smoke, bubbles and 'fire'...), based on the particle engine...(And anybody that used a particle engine knows that this is very powerfull...)

I heard that there will have a new scripting system, so maybe it will include that...

Am I wrong ?
Last edited by Crampman on 21 Jul 2006, 10:42, edited 1 time in total.
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

New ideas :

-Could it be possible to make that features can use a script (just like units) ? that would allow to make animated features, like burning corpses, or, showing a feature slowly diseappearing while reclamed, or exploding when destroyed.

-About the s3o textures : the blue channel of the second texture is unused. Why not use it to define texture transparency ? (If it is possible, of course :lol: )
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

urmmm...

Are my suggestions so stupid/useless/ass-stinking/crazy/noobish ?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I don't know but that post is.

Give people time to sort through all the posts plus the spam from one particular memember.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Woah, where was I when I missed this one? This is a great idea, pretty common sense but still...

Things like jet engines, flame jets for flamers glowy lazers and what not would all get a huge boost from the implementation of this.
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

[spam]very nice for improv graphic
but i sugest to activ sfx in .fbi files
like weapon
and sfx can hav additional features
i think to acid smoke and burning jet
more easy to chang in .fbi(for someone moron)[/spam]

if someone talk in public to a moderator about a possibl spamer
and if the moderator don t agree and erase criminal post
or disagree and resolv
and more if the possibl spamer is warned by admin only in privat messag....
so really a problem exist in this forum

that is not a [xrated]spamer
will doing the law
in a really serious subject forum
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Other idea :

I figured out that there was one type of units 'missing' : mobiles mexes !
I tried to make one, but it's impossible...Can't this be fixed ?
That would be nice !

Imagine the possibilities offered by such units : instead of sending cons to buid a mex, you send the mex ! (Or a mobile moho... )
Of course, they should be slow, more expensives and less efficient than the 'classical' mexes...
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

it exist a loader
for all building
it s work
but not an final version
"mobility_upgades"
vtol wheel or leg
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

the mobility upgrades are for to make moblie factories (which still don't work)

Crampman wants mobile extractors. the problem is that the extraction radius doesn't move along with the unit. So, whereever the unit is first built, thats where it will extract.
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

error the loader load evrythings

but for the makemetal=.1
i don t know i will must try it
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I would be happy if the new explosions could be used in a script, like a tank firing it's gun and it would produce a groundflash and a nice big fireball for example.

Particle effects would be excellent...
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