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Particlegenerator generating Animals in Full Flight
Posted: 07 Sep 2007, 21:59
by PicassoCT
For all those Titanic Units like the Krog
Fleeing Birds and Deers when they come closer - pleeeeasssszzz
PS: To avoid ANimal Generating on Moons, Rocks etc.. how about a Pixel Colour Detection at the Spawn Point ? Only Green is a go for Bird Production ?
Posted: 09 Sep 2007, 01:45
by AF
animals should be done using map gaia scripts. They shouldn't be auto generated by the mod.
I'd also say they should flee regardless of what units are nearby as long as they aren't cloaked
Posted: 09 Sep 2007, 02:36
by manored
Animals popping out of nowhere wouldnt be fun... :) Would be fun to have then there from start tough, even more if you could kill then and reclaim for energy... :)
Posted: 09 Sep 2007, 02:51
by AF
Exactly, hence why they should be done via a gaia script in a map.
Posted: 09 Sep 2007, 04:57
by REVENGE
For a start, we could use OTA animals [ie seadragons and scorpions].
Posted: 09 Sep 2007, 11:02
by Pendrokar
AF wrote:
I'd also say they should flee regardless of what units are nearby as long as they aren't cloaked
Why not? They are animals and would sense em!
Posted: 09 Sep 2007, 13:15
by zwzsg
REVENGE wrote:For a start, we could use OTA animals [ie seadragons and scorpions].
Err, TA:CC scorpions are very robotic, and seadragons aren't even existing animals (plus they don't inhabit forest). If you want to grab animals from Cavedog's RTS, better take them from TA:K.
Posted: 09 Sep 2007, 13:41
by Pressure Line
Pendrokar wrote:AF wrote:
I'd also say they should flee regardless of what units are nearby as long as they aren't cloaked
Why not? They are animals and would sense em!
same reason you dont want stealth units bashing down trees? if i saw deer and birds fleeing from somewhere where i couldnt see anything else (enemy/friendly units) i know id sure as shit be suspicious.
Posted: 09 Sep 2007, 14:03
by PicassoCT
A whole Desert of Gnus fleeing from one Flea!

Posted: 09 Sep 2007, 15:48
by Warlord Zsinj
I'd find a particle generator of this sort of complexity more interesting for generating things like animated flags, or rippling cloaks/capes to go on units like Jedi, etc.
Posted: 10 Sep 2007, 17:17
by AF
particle generator? no no that wouldnt be a particle generator
None of this has anything todo with particle generators. This is spawning gaia units using a map lua script then making those units run away when approached.