Scripted features
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Scripted features
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.
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.
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.