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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 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
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General (1 Star) Moderator - Mod Forum |
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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
The goddess of all (bread products)
See me online as yslcheeze
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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
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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...
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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 #205849 is a reply to message #205448] |
Wed, 28 June 2006 08:31 |
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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
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