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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205690 is a reply to message #205448] Tue, 27 June 2006 05:26 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I can tell you now that moving script zones are NOT possible on the renegade engine without a LOT of work.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205693 is a reply to message #205690] Tue, 27 June 2006 06:03 Go to previous messageGo to next message
OWA is currently offline  OWA
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They must be working overtime then...

Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205722 is a reply to message #205448] Tue, 27 June 2006 09:17 Go to previous messageGo to next message
Sir Kane
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You know, it's totally possible and even easy.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205726 is a reply to message #205722] Tue, 27 June 2006 09:22 Go to previous messageGo to next message
PointlessAmbler is currently offline  PointlessAmbler
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Silent Kane wrote on Tue, 27 June 2006 12:17

You know, it's totally possible and even easy.


If you're Silent Kane.


Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205772 is a reply to message #205448] Tue, 27 June 2006 15:10 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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I find this fascinating. I don't think we need to spend time arguing what is or isn't possible or how the effect is accomplished, but how it's going to affect gameplay.

How/will the gap obscure targeting? It seems like the gap is going to be much more powerful and useful than it was in RA.


-YSLMuffins
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205774 is a reply to message #205448] Tue, 27 June 2006 15:20 Go to previous messageGo to next message
PointlessAmbler is currently offline  PointlessAmbler
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So far targeting is left unhindered, but Allied units are cloaked when not firing. Buildings are unaffected, so it's certainly possible to rush the enemy Gap Generator and destroy it before it becomes a real problem.

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 Go to previous messageGo to next message
Chronojam is currently offline  Chronojam
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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.


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.
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 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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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]

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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205820 is a reply to message #205448] Tue, 27 June 2006 23:40 Go to previous messageGo to next message
Tunaman
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There was a mobile gap generator as well..

http://img694.imageshack.us/img694/9055/tunamanlmao.png
Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205831 is a reply to message #205448] Wed, 28 June 2006 02:39 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Well, this is very close to the real RA then which also had a super bitchy GAP generator. Those things were one of the best assets to the Allies...

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205833 is a reply to message #205448] Wed, 28 June 2006 05:45 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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except against the AI which just acted as if they didn't exist Huh

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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205849 is a reply to message #205448] Wed, 28 June 2006 08:31 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I just found what I was looking for (spefically some stuff related to the way the game stores the position/size/transform of a script zone, something called an OBBoxClass comes into it) and I can now make new script zones at runtime. They will require network send (to set the size) but they will work.
They will (along with as much of the other stuff as I can add) go into 2.9 I expect.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205857 is a reply to message #205448] Wed, 28 June 2006 09:23 Go to previous messageGo to next message
Sir Kane
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You know what's funny? I never tried/looked at the scriptzone stuff when I stated above (I did in meanwhile). I do belive you now know how much jonwil is bullshitting.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
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 Go to previous messageGo to next message
Sir Kane
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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.

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.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #206013 is a reply to message #205448] Thu, 29 June 2006 08:48 Go to previous messageGo to next message
Renardin6 is currently offline  Renardin6
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I love this feature. And to the people who don't like, try to do better!
Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #206032 is a reply to message #205448] Thu, 29 June 2006 13:06 Go to previous message
Oblivion165 is currently offline  Oblivion165
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I like it, i would hope for an off switch though.

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