New Type of Death for Void Water Maps

New Type of Death for Void Water Maps

Requests for features in the spring code.

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PicassoCT
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New Type of Death for Void Water Maps

Post by PicassoCT »

Hi,

wouldn`t it be coolf if we had the Option in the SMd to have a new kind for UnitssWreckage to disappear in VoidWaterMap. The Thing should have three Stages.

Stage 1: Burning - out slowly sinking, loosing Metallvalue while burning out.
Stage2: Driftwood- Timedepend drifting slowly along the ground of the Map
Stage3: Atmosphere Reentry: Disappearing in a Cometlike Fire....


Image

Much requeste ? To mutch ? Should this Idea reentry Atmosphere ;) ?
manored
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Re: New Type of Death for Void Water Maps

Post by manored »

PicassoCT wrote:Hi,

wouldn`t it be coolf if we had the Option in the SMd to have a new kind for UnitssWreckage to disappear in VoidWaterMap. The Thing should have three Stages.

Stage 1: Burning - out slowly sinking, loosing Metallvalue while burning out.
Stage2: Driftwood- Timedepend drifting slowly along the ground of the Map
Stage3: Atmosphere Reentry: Disappearing in a Cometlike Fire....


Image

Much requeste ? To mutch ? Should this Idea reentry Atmosphere ;) ?
This is for space like maps right? I think it would be fun... :P

But since only FF style mods play in those maps maybe we should make that dead type on the mod instead of on the map...
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Guessmyname
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Post by Guessmyname »

The third can simply be done in the death anim
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PicassoCT
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Post by PicassoCT »

Manored, but if only such Maps are played by such Mods, wouldn`t it be okay if the Map had that kind of DeathAnim?
manored
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Post by manored »

PicassoCT wrote:Manored, but if only such Maps are played by such Mods, wouldn`t it be okay if the Map had that kind of DeathAnim?
It would, but I dont think the engine supports diferent dead animations depending of the terrain the unit is on, so it would probaly be easier to make the units of the mod die that way since it wouldnt need changes in the engine.
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PicassoCT
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Post by PicassoCT »

Okay i think i now understand...
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smoth
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Post by smoth »

*sighs* ok, here is the deal. No it cannot.

It requires a patch

We can tell the following over water or not. That is all. The death anim could be different over water or not over water but it cannot tell if the water is void water.

It cannot get map infomation outside of height etc.

So a patch would be needed. no more speculation, there is your answer.
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MadRat
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Post by MadRat »

Argh brought up a similar topic about customizing explosion animations on a per mod basis. The current explosion effects are set per terrain, which means something in the engine is keeping track of it. So although its not implemented to do it now, its not that it is impossible. You just need a dev to pass the information over to your cob file.
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FLOZi
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Post by FLOZi »

MadRat wrote:Argh brought up a similar topic about customizing explosion animations on a per mod basis. The current explosion effects are set per terrain, which means something in the engine is keeping track of it. So although its not implemented to do it now, its not that it is impossible. You just need a dev to pass the information over to your cob file.
Terrain info is - to a limited extent. Getting something like voidwater is another issue entirely.
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smoth
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Post by smoth »

MadRat wrote: The current explosion effects are set per terrain, which means something in the engine is keeping track of it. So although its not implemented to do it now, its not that it is impossible.
Air, water and ground mate.
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KDR_11k
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Post by KDR_11k »

Either way long death animations are a bad idea because units don't notice the target is already dead and keep shooting until it disappears.
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Optimus Prime
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Post by Optimus Prime »

one problem would be that the ships wouldnt stay a wreckage.
manored
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Post by manored »

Optimus Prime wrote:one problem would be that the ships wouldnt stay a wreckage.
Dying aircrafts also dont leave wreckage, so why starships should? :P
j5mello
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Post by j5mello »

beause theoretically unless the ship was totally obliterated by a weapon it would leave a corpse. Just like when you hit a tank with a Javelin missile it still leaves a corpse.
manored
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Post by manored »

j5mello wrote:beause theoretically unless the ship was totally obliterated by a weapon it would leave a corpse. Just like when you hit a tank with a Javelin missile it still leaves a corpse.
But in space the corpses would keep moving since there is no air or gravith to stop then and I dont think you can make mobile features that can be reclaimed so... :P
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Strategia
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Re: New Type of Death for Void Water Maps

Post by Strategia »

PicassoCT wrote:Hi,

wouldn`t it be coolf if we had the Option in the SMd to have a new kind for UnitssWreckage to disappear in VoidWaterMap. The Thing should have three Stages.

Stage 1: Burning - out slowly sinking, loosing Metallvalue while burning out.
Stage2: Driftwood- Timedepend drifting slowly along the ground of the Map
Stage3: Atmosphere Reentry: Disappearing in a Cometlike Fire....


Image

Much requeste ? To mutch ? Should this Idea reentry Atmosphere ;) ?
Mmm, would have merit, but I don't think it should be default for ALL voidwater maps. So far, all voidwater asteroid maps (AFAIK) are in deep space without a planet below, so there is no atmosphere for ships to burn up in.
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Argh
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Post by Argh »

What we need is Features that can call scripts. Then almost anything is possible 8)

...just had to bring that up again...
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PicassoCT
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Post by PicassoCT »

Features with Scripts... i wish we could script that Topic to autorotate up in the Feature-Requestlist
manored
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Post by manored »

PicassoCT wrote:Features with Scripts... i wish we could script that Topic to autorotate up in the Feature-Requestlist
But posting useless stuff on it to make it be bumbed upward is so easier! :P
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