1st person shooter mod.

1st person shooter 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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Shaylynn
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Joined: 14 Jul 2006, 11:19

1st person shooter mod.

Post by Shaylynn »

I want to design a 1st person shooter mod for TA:Spring. As we know, by pressing the 'c' key, a player may go into 'driving' or 1st person mode. Therefore, to start, all I need is:

1. Wepon Scripts.
2. Human Models.
3. Sounds.
4. A test battle field.
5. 'Unit' Scripts.

I can quickly produceound sound files, so that we don't need to worry about.
As for the wepon scripts, that I can handle quickly, though i'll need to model the bullet fired. As for the unit scripts, that means, how they work, how fast they go, and what can they build. This was a major obsticle. The only thing I can think of now, and work into the beta, would be that there's two wepons you start out with, one, a low powered pistol, and two, and high powered, fast gun, that is limited, I will use the metal as the ammo bar, I will make it impossable to get metal, or have it come very hard, by placing ammo packs that you must RECLAME to get. They will be place though the battlefield. It can be done. :-) Now, for the human models. This will be a PAIN, I don't think we're going to work on this first, because this will be the hardist thing, the spring engine does NOT support super advanced models, but, I think if it can handel Orcones [AA], it can handel humans.

Sound good?

Well, what really hurts is that you can easily get OUT of 1st person, or driver mode, by pressing 'c', and target the other player automaticly. . . :!:

Once we've configured this, it can easily be edited.
Last edited by Shaylynn on 29 Sep 2006, 05:46, edited 1 time in total.
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Peet
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Post by Peet »

Problem - FPS mode in spring would suck for an actual fps. Sorry to rain on your parade.
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Neuralize
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Post by Neuralize »

Maybe that's why a mod needs to be made that is meant to be exclusively played in FPS mode, so we can get a few sweet features for fps?

Personally, the best time I ever had in FPS mode was in World Domination with helicopters, pretty sweet.
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diggz2k
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Post by diggz2k »

Sounds good I look forward to playing your mod, try the swta and WD guys for human models and scripts.
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REVENGE
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Post by REVENGE »

Well, one major issue that needs to be addressed IMO is the smoothness of the aiming system. And some custom crosshairs would be awesome too :D.
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Ling_Lover
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Post by Ling_Lover »

yeah, is there any way to stop the lock on part in the FPS mode? i really hate that...
custom crosshairs could be cool too
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Shaylynn
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Post by Shaylynn »

:!: Thank you for saying that its possable :-) :!:

The aiming system needs to be smoothed out. That is a MAJOR issue.
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bobthedinosaur
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Post by bobthedinosaur »

plus auto aim need to be toggle disable so you cant cheat
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rattle
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Post by rattle »

This is so not gonna get played in FPS mode because FPS mode lacks quite a few things. One of them is that hotkeys are available (the activated/deactivate toggle for instance). I think War Evolution was supposed to be the same in the beginning but it's being played in 3rd person mode with reason.
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Foxomaniac
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Post by Foxomaniac »

WE Was designed with 3rd person in mind.

an FPS mod in spring wouldn't work out very well due to a good amount of reasons :

1. FPS isn't force-able.
2. Aiming system = failure, won't aim at features + aiming lag due to ping (ouch) not to mention the whole auto-targetting.
3. Major engine change to FPS mode in v 70? or was it 71? to prevent the whole "FPS exploit" - units can only fire directly at units or directly on ground, you can't fire at the sky - hence ballistic weapons are a bit out of the question, no?.
j5mello
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Post by j5mello »

i really have to agree with Fox on this. THis is probably the last engine u wanna make an FPS for. :?
Neuralize wrote:Maybe that's why a mod needs to be made that is meant to be exclusively played in FPS mode, so we can get a few sweet features for fps?
The FPS ability is more of little extra than a full blown system. I would much rather have them work on the RTS aspects of the engine than the FPS. There a plenty of FPS engines out that have better features and better support for what he is trying to make.

While i realize that the grand plan for spring is to make it an all-in-one engine. Lets get the RTS end polished off before we run off to make FPS mods/feature/etc.
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Neuralize
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Post by Neuralize »

Okay, but consider how much better FPS mode could be if we had just a few little features added. These could be options in the modinfo.tdf that would only pertain to certain mods so they couldn't get exploited in others.

The removel of lock aim.

The ability to fire weapons individually.

Hitting backwards doesn't cause your unit to do anything, it proceeds to turn them around and move forwards in the opposite direction. (Better solution then having the engine try and reverse the animation.)

An optional game mode that forces FPS for certain players in the game, could be a mod/lobby setting, there would always be players that would fps units and there would always be commanders.

Maybe an fps only mode where units only work if they're being FPSed.

These could all be check boxes...

How cool/lame would it be to be forced to play as the commander, to command your troops into battle, a few GUI modifications would have to be made to allow your cursor to move around in fps mode without your view moving around (hotkey), and then be able select what buildings you're going to build as the commnder, in order to get a better view you could even have a valkyrie pick you up..
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rattle
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Post by rattle »

...command your troops into battle, a few GUI modifications would have to be made to allow your cursor to move around in fps mode without your view moving around (hotkey),...
Isn't that what pressing the middle mouse button does?
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Soulless1
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Post by Soulless1 »

I think this is a really good idea - if only because it'll finally get the FPS mode looked at more, which can only be good since it has so much potential - a few extra tags and options here and there could make a world of difference :-)

go for it mate 8)
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Neuralize
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Post by Neuralize »

rattle wrote:
...command your troops into battle, a few GUI modifications would have to be made to allow your cursor to move around in fps mode without your view moving around (hotkey),...
Isn't that what pressing the middle mouse button does?
Pressing the middle mouse in FPS mode does free the mouse to a cursor, however it does nothing, you cannot select units. When you click, the unit under your command fires. You have no build menu for the unit you're controlling, and there is no gui interaction.
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diggz2k
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Post by diggz2k »

couldn't you solve the auto firing by leaving it out of the script? Just throw in the walking and aiming but don't let it fire on it's own.
eddy
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HAHA

Post by eddy »

"human models" in spring? are you drunk? lol :shock:
ok mate you should forget about the human models. :roll:
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rattle
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Post by rattle »

Why? There already are mods with good looking and well animated human models. Just take a look at SWTA or GINTA thread. Doesn't mean an FPS mod is a good idea. :P
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Soulless1
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Post by Soulless1 »

the main reason most spring models are poor quality is to keep poly-counts low so you can have thousands of units - which of course wouldn't be a restriction for an FPS
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Neuralize
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Post by Neuralize »

Units autofiring is part of the global ai I think, and not part of the script.
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