Mod functionality - Wish list
Moderator: Moderators
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
Mod functionality - Wish list
After discussing (birefly) with GZ some features that would be useful for WD, and definately other mods too, we have come up with this wish list.
1. The ability for a mod's default resources to be set. Not only should this be viewable in the lobby, but it should automatically be set to the default when you change to a mod. On a side note, starting resources need to be displayed on the main page. WD/FF are really slow with 1000/1000 resources, and I feel this turns people off the mods before getting stuck into them.
2. A tag that indicates a unit cannot be assisted in being built by anything other than the unit that first started to build them. For WD, infantry would have this so that engineers cannot the barracks in 'training' units.
3. A tag that defines how fast buildings 'fade' (if no builders are on them, they lose life.)
4. A tag that makes units skip the green stage when they are being built... First the frame raises out of the ground, then it gets filled in with color. This would be useful for mods that aren't supposed to be nanotech based.
5. A tag that indicates a builder should use a different effect instead of nanospray. Not sure how this should be implemented, but for WD, the idea is to have those bright yellow particles that appear when someone is welding something. They would appear from the engineer's gun and fall to the ground rapidly in a spray around him.
Well, at least 1, 2 and 3 should be easy. Hopefully someone will implement them into a release soon.
PS You're all welcome to hijack this thread for the purpose of features that your mod needs!
1. The ability for a mod's default resources to be set. Not only should this be viewable in the lobby, but it should automatically be set to the default when you change to a mod. On a side note, starting resources need to be displayed on the main page. WD/FF are really slow with 1000/1000 resources, and I feel this turns people off the mods before getting stuck into them.
2. A tag that indicates a unit cannot be assisted in being built by anything other than the unit that first started to build them. For WD, infantry would have this so that engineers cannot the barracks in 'training' units.
3. A tag that defines how fast buildings 'fade' (if no builders are on them, they lose life.)
4. A tag that makes units skip the green stage when they are being built... First the frame raises out of the ground, then it gets filled in with color. This would be useful for mods that aren't supposed to be nanotech based.
5. A tag that indicates a builder should use a different effect instead of nanospray. Not sure how this should be implemented, but for WD, the idea is to have those bright yellow particles that appear when someone is welding something. They would appear from the engineer's gun and fall to the ground rapidly in a spray around him.
Well, at least 1, 2 and 3 should be easy. Hopefully someone will implement them into a release soon.
PS You're all welcome to hijack this thread for the purpose of features that your mod needs!
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I've been thinking an energy/metal supply radius tag for units might be very useful.
For TA level technology the instant energy/metal supply is barely believable but is very convenient. The ecomony could be greatly enhanced (or complicated) by requiring resource consuming units to be nearby resource producers.
This really opens up a new world of tactical possibilties.
Units with energy weapons should produce enough energy to move and fire. Those same units could achieve a higher rate of fire when stationary.
Units with solid ammo require metal to fire and energy to move, so they don't get a better fire rate from being stationary and can run out of metal (ammo). They would need to visit a supply point to rearm. Metal using weapons should do more damage however.
When stationary large mobile units may produce enough surplus energy to power other units, mexes, radars or long range weaponry.
I would very much like to see a mod for TA units using this idea but I doubt that I would be able to implement it myself. However it may be ideal for some of the current mods like WD.
For TA level technology the instant energy/metal supply is barely believable but is very convenient. The ecomony could be greatly enhanced (or complicated) by requiring resource consuming units to be nearby resource producers.
This really opens up a new world of tactical possibilties.
Units with energy weapons should produce enough energy to move and fire. Those same units could achieve a higher rate of fire when stationary.
Units with solid ammo require metal to fire and energy to move, so they don't get a better fire rate from being stationary and can run out of metal (ammo). They would need to visit a supply point to rearm. Metal using weapons should do more damage however.
When stationary large mobile units may produce enough surplus energy to power other units, mexes, radars or long range weaponry.
I would very much like to see a mod for TA units using this idea but I doubt that I would be able to implement it myself. However it may be ideal for some of the current mods like WD.
Simply being able to set a units nanolathe spray colour would be something of rgeat use, whatsmore I have looked in the code and seen that the function that displays the spray is hardcoded to display green and could easily be replaced with a variable gained from the script.
Also alternative build anomations where discussed in another thread too, one I started I think, as I suggested the ability to do animations such as those in cc generals etc, and zwzsg said it was a matter of scripting the animation in the unit script.
Also alternative build anomations where discussed in another thread too, one I started I think, as I suggested the ability to do animations such as those in cc generals etc, and zwzsg said it was a matter of scripting the animation in the unit script.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Another thing I really want is Alpha textures for models so our custom energy Projectiles can look alot more appealing than a shaded model, I also want alpha-textures for weapon flash models, I will not stop pestering the SY's until they implent this because this could add SO MUCH to eye candy...my current mod is just not complete without it...
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
look at the CVS.PauloMorfeo wrote:Does anyone know where we can see what's beeing done about the new unit format?FLOZi wrote:It's coming with the new model format, i believe.
...
I tried searching the doxygen stuff but it's huge and i couldn't really find anything relevant in the middle of all the other stuff.
and here : http://cvs.sourceforge.net/viewcvs.py/s ... iew=markup
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31