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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205776 is a reply to message #205690] |
Tue, 27 June 2006 15:26   |
Chronojam
Messages: 688 Registered: March 2003
Karma: 0
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Colonel |
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jonwil wrote on Tue, 27 June 2006 08:26 | I can tell you now that moving script zones are NOT possible on the renegade engine without a LOT of work.
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Pffft, you're just JONWIL. This is Oblivion, High Lord of Modding we're talking about here. With a flick of his hand he has the source code appear in front of him, and with a wave of his magnificent cock he breaks the laws of physics.
Who are YOU to tell him that he can't do something? You're ONLY one of the most prolific Renegade hax0rs around. Seriously Jonwil, give it up; THIS guy's the real thing.
Muffins, the gap is a serious bitch. Allies have perfectly clear sight, other than a call we made to not make the sphere itself invisible to the Allies (this way they know their range, and it's seriously kinda imposing/cool to see). The range is pretty good, and as far as the stationary generator is concerned, we're talking pure potential.
It's a counter for the Tesla Coil, and in the FPS it fulfills this role a lot better than you'd expect. While it can't do damage by itself, it makes targetting anything but the buildings a pain in the ass. In a larger base with strewn-out landmarks you could probably get lost. But even while it does no damage on its own, it gives the defenders a huge boost. Essentially every weapon can fire beyond the visual range of those in the blinding range, so even a technician could give a Soviet soldier a hard time. The mobile version is a bitch on wheels.
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205818 is a reply to message #205448] |
Tue, 27 June 2006 22:59   |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Ah welp that is a different story, i thought this gap generator was a building not a moving object. So there you go, alot different than what i remember from Ra; the spinning fork tower.
EDIT:
Chrono, no need to be sarcastic here, I do my best for this community and frankly I get tired of the ack mentality of im this and that and no one else can match it.
As for Jonwil, ive worked with him before and like his company.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
[Updated on: Tue, 27 June 2006 23:02] Report message to a moderator
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205864 is a reply to message #205640] |
Wed, 28 June 2006 10:17   |
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Sir Kane
Messages: 1701 Registered: March 2003 Location: Angerville
Karma: 0
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General (1 Star) |
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Oblivion165 wrote on Mon, 26 June 2006 22:44 | You dont make it spherical, you use aliased script zones to create the effect.
Move your box out a distance, create an axis point of zero on your proxy box, and just 360 clones all around, done. It doesnt require "brining down" the walls of basic renegade modding.
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Or you just enumerate all soldiers/vehicles/whatnot and check the distance to the gapgenerator.
Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.

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