PorcBusters MOD

PorcBusters MOD

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

PorcBusters MOD

Post by SinbadEV »

Here's My idea for a mod, basically centered around the concept of transports carrying active turrets... the different classes of modules would be colour coded for weight and size, so while this list is unweildy you should be able to easily identify different components, anything without an MX code should be concidered untransportable, platforms are transports that position there units spaced out so their collision spheres don't overlap... the RALF is a 1x1Tranporter(1 size, 1 weight), small is a 2x4 medium is a 4x8 and large is 6x12...

MX1=Module Style 1=This building takes up 1 unit of space and 1 unit of weight on a transport (whatever that means).
MX2=Module Style 2=This building takes up 1 unit of space and 2 units of weight on a transport (whatever that means).
MX3=Module Style 3=This building takes up 1 unit of space and 3 units of weight on a transport.
MX4=Module Style 4=This building takes up 1 unit of space and 4 units of weight on a transport.
MX4B=Big Class Module Style 4= This building takes up 4 units of space and 4 units of weight on a transport.
MX1B=Big Class Module Style 1= This building takes up 4 units of space and 1 units of weight on a transport.

Platform Porcbusters Mod

PCP: Primary Command Platform;
CanTransport: Any 6 Module, not limited by weight.
CanBuild:
MX1 Machine Gun Turret (Burst Laser Type Weaponry)
MX1 Weak Artillery Turret
MX1 Anti-Air Flak Cannon
MX1 Rocket Battery
MX1 Basic Construction Tower
MX1 Energy Reactor
RALF

MX1 Basic Construction Tower;
CanBuild:
MX1 Machine Gun Turret (Burst Laser Type Weaponry)
MX1 Weak Artillery Turret
MX1 Anti-Air Flak Cannon
MX1 Rocket Battery
MX1 Energy Reactor
MX2 Primary Construction Tower
Basic Wall
RALF

MX2 Construction Tower;
CanBuild:
Heavy Wall
MX3 Advanced Construction Tower
MX2 Enhanced Energy Reactor
MX2 Metal Extractor
MX2 Burst Laser Turret
MX2 Medium Range Plasma
MX2 EMP Missile Launcher (Stock)
MX2 Heavy Rocket Battery
Level 1 Simple Mobilization Platform

MX3 Advanced Construction Tower;
CanBuild:
MX4B Robot Construction Factory
MX4B Vehicle Construction Factory
MX4B Air Construction Factory
MX4 Final Simple Construction Tower
MX1 Shield Technology Tower
MX1B Advanced Weapons Technology Contruction Tower

MX4B Robot Construction Factory
CanBuild:
Level 2 All Terrain Small Mobilization Platform
Level 2 All Terrain Medium Mobilization Platform
Level 2 All Terrain Large Mobilization Platform
Level 2 All Terrain Sub-Sea Medium Mobilization Platform

MX4B Vehicle Construction Factory
CanBuild:
Level 2 Fast Small Mobilization Platform
Level 2 Heavy Large Mobilization Platform
Level 2 Small Mobilization Hover Platform
Level 2 Medium Mobilization Hover Platform
Level 2 Large Mobilization Hover Platform

MX4B Air Construction Factory
CanBuild:
Level 2 Fast Light Carrier (carries a lot of modules, but carries them stunned)
Level 2 Fast Flying Small Mobilization Platform

MX1 Shield Technology Tower
CanBuild:
MX1 Rocket Shield
MX1 Plasma Shield
MX1 Laser Shield
MX3B Emergency Shield (No charging but blocks all weapon types but draws a whole crap load of energy to do so)

MX4 Final Simple Construction Tower
CanBuild:
MX1 Machine Gun Turret (Burst Laser Type Weaponry)
MX1 Weak Artillery Turret
MX1 Anti-Air Flak Cannon
MX1 Rocket Battery
MX1 Energy Reactor
MX1 Basic Construction Tower
MX1 Shield Technology Tower
MX2 Primary Construction Tower
MX2 Enhanced Energy Reactor
MX2 Metal Extractor
MX2 Burst Laser Turret
MX2 Medium Range Plasma
MX2 EMP Missile Launcher (Stock)
MX2 Heavy Rocket Battery
MX3 Advanced Construction Tower
Basic Wall
Heavy Wall
RALF
Level 1 Simple Mobilization Platform
MX4B Robot Construction Factory
MX4B Vehicle Construction Factory
MX4B Air Construction Factory
MX4 Final Simple Construction Tower

MX1B Advanced Weapons Technology Contruction Tower
CanBuild:
MX4 Nuclear Missile Silo
MX4 Annihilator (Unshieldable)
MX4 Anti-Missile Tower (blocks all stock type weapons)
MX1 Disintegrator Gun
MX1 Heavy Flak Anti-Aircraft Cannon
MX2 Long Range Plasma Cannon

I think I can manage the modelling and scripting for this kind of project, but if anyone wants to offer support or citicism... fire away.
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Most design docs are over 20 pages long. You need to go into depth about exactly what you want each unit to do, why you need it from a blance perspective, and why it won't just be a useless peice of content.

[edit] It's a nice concept though... I'd like to see it in action to see if spring can do it effectively.
Last edited by SwiftSpear on 03 Jul 2006, 06:52, edited 1 time in total.
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Charlemagne
Posts: 174
Joined: 18 Apr 2005, 17:59

Post by Charlemagne »

PCP: Primary Command Platform;
PCP: phencyclidine

This has nothing to do with the mod, but still...
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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

Charlemagne wrote:
PCP: Primary Command Platform;
PCP: phencyclidine

This has nothing to do with the mod, but still...
lol ... i like Primary Command Platform more
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

SwiftSpear wrote:Most design docs are over 20 pages long. You need to go into depth about exactly what you want each unit to do, why you need it from a blance perspective, and why it won't just be a useless peice of content.

[edit] It's a nice concept though... I'd like to see it in action to see if spring can do it effectively.
I hear what you are saying, I totally agree with you about most concepts... this one is a simple gimmick formula which I'll just shove content into so I'm hopeing it will not require that kind of effort te get started and get some things moving around in the game engine. When I get the basics done and know I can do what I'm trying to accomplish I'll worry about makeing a 20 page design document.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Keep in mind, kuroTA has already done transportable turrets, and starcraft always used a standard size layout. You need to flesh out the surrounding aspects more for a mod like this to be plausable. It's also a good idea to play around with the basic TDF/FBI scripting, because you'll be doing a fair bit of it if you go through with this and you can probably impliment alot of your ideas with placeholders for the time being and then replace them when you manage to attract some artists.

IIRC you do a bit of modeling yourself don't you? So you're already ahead of the game.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Image

Oh the humanity... It still doesn't even move...

EDIT:

Image

OMG OMG IT TEH MOVED!!!
Last edited by SinbadEV on 06 Jul 2006, 03:25, edited 1 time in total.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

SinbadEV wrote:Image

Oh the humanity... It still doesn't even move...
It also looks like someone got bored with Xmas prezzies :P
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Code: Select all

StartBuilding(heading,pitch)
	{
	signal SIG_AIM1;
	set-signal-mask SIG_AIM1;
	//   start aiming animation code here
    turn yaxis to y-axis heading speed <120>;
    turn pointer to x-axis (0-pitch) speed <70>;
    wait-for-turn yaxis around y-axis;
	wait-for-turn pointer around x-axis;
	//   end aiming animation code
	set INBUILDSTANCE to TRUE;
	return TRUE;
	}
Any suggestions as to why my pointer isn't pointing at my target?
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

If that is an s3o, double check that you don't have any capitol letters in the model's piecenames (cob don't care, Spring do).
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

As smoth would say, OMG GET OUT OF MY HEAD!

I was in the middle of making a mod EXACTLY like this, but i gave up for lack of a texturer. Talk to me on MSN sometime, ill show you what i have done so far.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Well, if you will direct your attention to exibit A above, you see that I am not much of a texturer yet either... but I'll deffinitely look you up on MSN one of these days...
Firenu
Posts: 39
Joined: 29 Apr 2006, 00:49

Post by Firenu »

i believe theres nothing technically stopping transports from moving turrets, just that the ones in current mods have a lot of mass (for a while you could transport those lvl1 flamethrower turrets in AA)
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Funny. I think we've all been thinking about "active turrets" as a mod concept - I've got my own unit trees planned. My approach was a little different, as my plan was for a "lots of small factions" mod, where one of them was a "mobile turrets" faction.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

Firenu wrote:i believe theres nothing technically stopping transports from moving turrets, just that the ones in current mods have a lot of mass (for a while you could transport those lvl1 flamethrower turrets in AA)
thats because the lvl1 flame turrets in AA are units... this is so they don't have a building ghost...

in AA, Dragon's Claw, Dragon's Maw, and NanoTurrets are all units to get around the engine's deficencies...
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