Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: mr.WHO on January 09, 2005, 09:15:06 am
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Here is a screenshot from mission that should be ready in next 4-5 days.
I need an advice how to simulate a bombarding effect? My plan is to put a cargo container with self destruction+big shockwave but this could work only once. I want that this container produce shockwave once for a while (30-60 seconds), can somebody
help me with this problem??
(http://www.freewebs.com/kgb01/screen01.JPG)
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I have an idea, but only if planets can be ANIs, or EFFs. ;)
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Argh! Bad! Bad bitmap!
Please, don't use ordinary planet bitmaps with so large scaling. It looks bad and that's why we've got skyboxes.
This is not meant as offence against your mission. I just don't like everyone seeing the faults on the Narn ;)
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Here is a bombarding effect (it will be use in mass scale at the end of mission :drevil: )
(http://www.freewebs.com/kgb01/screen00.JPG)
I'm still trying to make that same explosion firing one after another but with no succes :doubt:
Edit: Lt.Cannonfodder: it don't looks horible to me (or maybe I haven't seen a beautiful one so far :) ).
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Is it possible to use animated planets?
I think that would look far better.
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IIRC, Omnicasper have done animated planets for Earth.
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To those who hate centauri(I love them) and love Narn(I hate their fighters), this mission will be availabe from Narn side, it will be called "Salvation".
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Hmm I might work on an animation for this. I think the TBP team could use it later too.
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Originally posted by mr.WHO
I'm still trying to make that same explosion firing one after another but with no succes :doubt:
Script it. Use of the explosion-effect SEXP should allow you to add explosions where you like, when you like and with as much force as you like.
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Yeah, I know but I don't want to have 30-60 scripts for 30-60 explosions.
I wan't 3-10 sripts for 3-10 explosions that wil be blowing many times.
I tried to connet explosion-effect with has-arrived/departed-delay for wing with 99 waves. I have a wing that arriving, and then departing. But this's working only for first wave.
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Use a repeating event then. Or if that's too regular for your liking you could try something like this.
every-time
-and
--has-time-elapsed
---When the bombardment starts
---ExplosionTimeVariable(0)
--<
---NumberOfExplosionsSoFarVariable(0)
---Number of Explosions you want
-Explosion-effect
-- +
---lowest x value for the explosion location.
---rand
----0
----Some value
-- +
---lowest y value for the explosion location.
---rand
----0
----Some value
-- +
---lowest z value for the explosion location.
---rand
----0
----Some value
--All the other explosion effect settings
-modify-variable
--ExplosionTimeVariable(0)
--Rand
---0
---3
-modify-variable
--NumberOfExplosionsSoFarVariable(0)
-- +
---NumberOfExplosionsSoFarVariable(0)
---1
Okay. Now to explain it. The event above will make a set number of explosions occur in the bounding box you've specified using the X+somevalue settings at random intervals of about 0-3 seconds.
Any questions? :D
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Well I have to make a decision about this bombardment:
1) make a random single explosion during whole mission (more dramatic :D )
2) Make one really kickass bombardment at the end of mission ( spectatular and easier to do).
What do you think is better?
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Well after all the work I had to do coming up with the event above I'd hope you'd pick 2 :D
I'd say a single big explosion would be the easier of the two to do though. Depends on what effect you're aiming for.
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amazing, will you actually have that mass driver sound charging and firing?
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I tried that(basic idea was that thse ships will be firing at the freighter in front fo them with mass driver) but those ships in the backgroud are too far away so you don't see any mass driver effects and sounds. Thats why I use schockwaves for bombard effect.
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There is a target pof somewhere in R3 for exactly that type of missions.