Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on January 09, 2005, 07:37:01 am
-
I have a couple of ideas..
FRED:
1. Ability to set the loadout for all fighters in a wing in just one window (in the Edit Wings). You set it for one, and all fighters get the same loadout. Doesn't work in wings with different fighters.
2. Ability to set Player Orders for whole wings. It's so dull to tick that boxes for every fighter out there.
3. Abitlity to order capships to actually attack a subsystem on another ship.
4. Ability to have the Tem Loadout set to unchecked all at start. Or at least for it to start with every weapons with a "-D" turned off.
FS2:
1. For glowmaps to turn on/off when capships get hit by something really nasty. For them to be turned completely off on debris.
2. I cant' recall. Do kamikaze fighters shoot at all while they are charging for the target? It makes sense that if they can get a few shot off, they do it.
ERm...ok..someone else contiune...
-
FS2-1: ah, so you don't want glowing flameing wrekage flying from a blownup vessle.
-
Originally posted by TrashMan
I have a couple of ideas..
FRED:
1. Ability to set the loadout for all fighters in a wing in just one window (in the Edit Wings). You set it for one, and all fighters get the same loadout. Doesn't work in wings with different fighters.
Err... you do know you can already do multiple ships at once, right?
-
Originally posted by Bobboau
FS2-1: ah, so you don't want glowing flameing wrekage flying from a blownup vessle.
Maybe a switch glowmap function?
Though IMHO the whole glowing wreckage things seems more practical with your decal implementation.
-
I don't think he's talking about wreckage guys. I think he means "Corvette gets hit with a shivan death ray, so it's lights flicker out."
-
we know he's talking about that, but he also said he wants glowmaps completely off for wreckage.
-
oh, right. My bad.
-
well, if you have pieces of a destroyed ship flying around with there lights still on wouldn't that be a little odd?
-
Glowmaps should fade down and posibly flicker while the explosion is propogating throuugh a ship when it dies.
Flaming debris should have actual fire particles coming off, not just a junky glowmap.
-
Originally posted by TrashMan
1. For glowmaps to turn on/off when capships get hit by something really nasty. For them to be turned completely off on debris.
Hmm...that could look sort of odd, unless the ship had shields. (So the lights dim and flicker a little while power is diverted to try and ward off the massive weapons salvo impacting them.)
-
Well, one shot might hit a reactor or something... A better way to do it is where if the hull integrity goes down to 10% it will flicker. If the reactor goes (example one of the Hatsephut's subsystems) the lights go. When a ship sparks, wouldn't the power have some random outages?
You are right... A destroyed ship with its lights on is odd.
-
Originally posted by Dark RevenantX
Well, one shot might hit a reactor or something... A better way to do it is where if the hull integrity goes down to 10% it will flicker. If the reactor goes (example one of the Hatsephut's subsystems) the lights go. When a ship sparks, wouldn't the power have some random outages?
You are right... A destroyed ship with its lights on is odd.
If you link it via a subsystem, it can be done in Fred.
If
Is subsystem destroyed
--GVD Psamtik
--Reacor
Turn Glowmaps Off
-
Originally posted by TrashMan
FRED:
1. Ability to set the loadout for all fighters in a wing in just one window (in the Edit Wings). You set it for one, and all fighters get the same loadout. Doesn't work in wings with different fighters.
2. Ability to set Player Orders for whole wings. It's so dull to tick that boxes for every fighter out there.
Highlight the fighters in a wing, left-click and select "edit selected objects" or whatever, make your changes, should apply to all in wing. My only prob is for anyting with a turret. While you can edit all primaries and secondaries in this manner, if you select multiple ships even of the same type, the turrets won't be accessable. You have to select each individual ship to alter turret loadouts. I'd like to see this changed.
-
Hm...didn't know that...wow...you learn something new every day...
If you link it via a subsystem, it can be done in Fred.
If
Is subsystem destroyed
--GVD Psamtik
--Reacor
Turn Glowmaps Off
Wouldn't this turn ALL the glowmpas off, on all teh ships?
-
Nope. You can chose which ships you want to turn glowmaps off for.
-
The ability to use 3d icons instead of 2d ones in FREd would be neat, also for FRED I want the ability to insert pictures into the briefing window, like if you want to show the player a cretain location or something.
-
What's the point of 3D icons in thread?
And I agree about the flickering glowmaps, that would be a very nice touch.
-
3d icons are both nicer to look at and show the exacct orientation of a ship in thje area if known.
-
3D icons in the briefing, you mean? :confused:
-
Oh yes in the briefing, a lowres 3d frame representing the basic shape of each ship, highlighted in the color corresponding to it's faction.
-
http://www.hard-light.net/forums/index.php/topic,29421.0.html
Try that build, enable 3d models in the ship select screen, and go into ship selection and look at the ship icons...is that what you'd like to see, except with the orientation usually used for various ship types in briefings? (Check out my last post in the thread as well)
Or, would you like ships to be more 3D, a different orientation, etc? (As I said I can also make the orientation definable in a .tbl, maybe ships.tbl?)
-
Thanks I'll try that ut tomorrow.
What I'd like would be for the ships in the briefing to have the same orientation as in the mission so that you actually see perspective changes when the view in the briefing changes.