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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: [Scene Request] Artillery-type turn-based game scenario
All you need to simulate wind in CC is a change in gravity, surely?
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Mon Sep 28, 2009 9:21 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [Scene Request] Artillery-type turn-based game scenario
A scene with wind is here and is done somewhat well. It does not appear to lag too greatly either.
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Mon Sep 28, 2009 9:47 am |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: [Scene Request] Artillery-type turn-based game scenario
I'll cook up some quick actors and weapons when I get home, if any one wants to make the Lua then that'd be awesome
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Mon Sep 28, 2009 10:49 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: [Scene Request] Artillery-type turn-based game scenario
I don't care if it's Scorch Earth, Pocket Tanks or Worms, we need a roller weapon.
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Mon Sep 28, 2009 11:58 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [Scene Request] Artillery-type turn-based game scenario
The Decaying Soldat wrote: roller weapon Shook's Hueg Pack o' Mods. Wheel gun and roller mine.
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Mon Sep 28, 2009 12:16 pm |
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predcon
Joined: Wed Apr 09, 2008 7:26 pm Posts: 44 Location: PredCorp HQ (Subsidiary of Knight Errant Security)
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Re: [Scene Request] Artillery-type turn-based game scenario
So basically, I'm hearing that everything I want can be done, but finding the time and people to do it is the real kerfluffle, yeah?
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Mon Sep 28, 2009 2:37 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [Scene Request] Artillery-type turn-based game scenario
Yes, we are essentially saying that everything you want can be done and yes, in all requests like these, regardless of idea quality, a major problem is someone actually taking the time and effort to make your request. However, you seem to be lucky in that p3lbox has said that he/she'd do some stuff for you, which is considerably more than most people get.
Turn based play can be done by actor control being disabled/locking on controller into controlling an observing invisible actor. Angle/velocity is pretty easy, just changing a couple of variables with key presses and applying them upon firing. Money for damage is pretty easily done by checking each other player's health during the turn and adding funds for damage dealt to others during your turn. Score sheets can just be printed at the top of the screen. Wind can and has been done. An arena background could probably use a particle of some kind with HitsMOs and GetsHitByMOs set to zero. Buy system could just use craft which add direct to a set actor's inventory only at the end of a round.
Last edited by 411570N3 on Mon Sep 28, 2009 2:53 pm, edited 1 time in total.
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Mon Sep 28, 2009 2:44 pm |
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predcon
Joined: Wed Apr 09, 2008 7:26 pm Posts: 44 Location: PredCorp HQ (Subsidiary of Knight Errant Security)
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Re: [Scene Request] Artillery-type turn-based game scenario
I could offer recompense in the form of tasty cookies~
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Mon Sep 28, 2009 2:48 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: [Scene Request] Artillery-type turn-based game scenario
411570N3 wrote: Turn based play can be done by actor control being disabled/locking on controller into controlling an observing invisible actor. Angle/velocity is pretty easy, just changing a couple of variables with key presses and applying them upon firing. Money for damage is pretty easily done by checking each other player's health during the turn and adding funds for damage dealt to others during your turn. Score sheets can just be printed at the top of the screen. Wind can and has been done. An arena background could probably use a particle of some kind with HitsMOs and GetsHitByMOs set to zero. Buy system could just use craft which add direct to a set actor's inventory only at the end of a round. Actually you're wrong on almost all of these points, but hey, no biggie. Turn based play would be accomplished entirely through lua; the player would be locked out of moving their entirely lua controlled tank while the AI fired through lua, and vice versa for the other turn. Money for damage would probably be a static amount depending on weapon and (maybe) the proximity of the hit. Score sheets would be much harder to do because we don't have direct text draw access so you could either A: use FrameMan's screentext (not ideal) or B: use a shitload of MOSRs and a text drawing function (also not ideal, though it'd be neat) Dynamic wind would require lua, not scene gravity (which is read only) Hugeass backgrounds could be a problem but you could just have each arena be a seperate mission. Buy system doesn't require anything from standard CC because we're not using actual actors
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Mon Sep 28, 2009 3:08 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [Scene Request] Artillery-type turn-based game scenario
Grif wrote: Dynamic wind would require lua, not scene gravity (which is read only) When... did I say scene gravity was needed? Grif wrote: Turn based play would be accomplished entirely through lua; the player would be locked out of moving their entirely lua controlled tank while the AI fired through lua, and vice versa for the other turn. [...] Money for damage would probably be a static amount depending on weapon and (maybe) the proximity of the hit. Score sheets would be much harder to do because we don't have direct text draw access so you could either A: use FrameMan's screentext (not ideal) or B: use a crap of MOSRs and a text drawing function (also not ideal, though it'd be neat) [...] Buy system doesn't require anything from standard CC because we're not using actual actors This is a different way of doing things, sure, but could you explain to me the bit about me being wrong? EDIT: Also, Grif is Eric and Thor is Paul right? I always get you two mixed up... EDIT 2: Other way round, Grif is Paul, Thor is Eric; really should remember that: not the best people here to antagonise for sure.
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Mon Sep 28, 2009 3:48 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: [Scene Request] Artillery-type turn-based game scenario
Well, I don't know about Grifs entirely lua controlled actors but I made this using ini modding only
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Mon Sep 28, 2009 3:56 pm |
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predcon
Joined: Wed Apr 09, 2008 7:26 pm Posts: 44 Location: PredCorp HQ (Subsidiary of Knight Errant Security)
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Re: [Scene Request] Artillery-type turn-based game scenario
that's awesome! exactly what i was looking for. can you make the velocity gauge go from green to yellow to red as it gets longer? you know, as an additional indicator of power.
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Mon Sep 28, 2009 4:15 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: [Scene Request] Artillery-type turn-based game scenario
Nope, you'd need Lua for that
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Mon Sep 28, 2009 4:28 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: [Scene Request] Artillery-type turn-based game scenario
Well if I were to do it in lua it'd be pretty significantly more involved
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Mon Sep 28, 2009 11:32 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: [Scene Request] Artillery-type turn-based game scenario
Here are my current sprites ATM if any one wanna take it up and do it properly (Some real Lua scripting rather than hacky ini modding)
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Mon Sep 28, 2009 11:45 pm |
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