Scripted features

Scripted features

Requests for features in the spring code.

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Scripted features

Post by Forboding Angel »

Could you guys please figure out how to allow featyures to use scripts? THis would allow us to do some really neat kick ass stuff.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

NEED C_A_P's WINDY TREES AND MOVING GASPLANTS! :lol:
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

LuaGAIA will fullly support on units that belong to the maps. We could even have little critters on the maps.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Our trees could sway in the wind..... ... while they walka round eating units and spawning new trees... ... wheres aGorm when you need him..
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Seems terribly wasteful of processor resources - features are already a much bigger load than they have any busienss being.

Perhaps allowing MD2-style animated parts would be better. I've always felt that parts should have a "frame" attribute, settable in script, that would allow for keyframed mesh animations. For features, I'd just define a fixed cycle. Then it's not a resource hog - most modern videocards can buffer keyframed mesh animations and run them internally.

Of course, that's a much larger feature request than simple scriptable features - but for the graphical needs of animated features (as opposed to gameplay-scripted features) I feel it's the best appraoch.
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