Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Mad Bomber on June 11, 2002, 07:02:37 pm

Title: Movable POFs, compacting, etc.
Post by: Mad Bomber on June 11, 2002, 07:02:37 pm
This would be very useful for, say, a Star Wars TC, because it would allow a fighter to move its wings. Or maybe a Starcraft thing because it would allow muta's to fly around constantly flapping their wings.

New things I'm proposing will be in bold

-Set the number of degrees that each subobject can rotate. That way it can rotate only a certain amount. The direction (clockwise or CCW) would be specified by whether the number entered is positive or negative.

-Set the point and axis which it rotates around. If no point is specified, the subobject will rotate around its own center, whatever that is.

-Set another subobject it is linked to. (i.e. the coordinates that you just entered are linked to this other subobject, like the main hull, so if this second subobject moves, the first one will move with it. For instance, if an X-wing closes its wings, its engines move. Its thrusters, naturally, should move with its engines, instead of staying put in the middle of nowhere.)

-Set a button in FS2 that will trigger this subobject motion. Another press of the button would bring the subobject back to its original position. One press of the button could trigger several subobjects' movement at once.

-Add the ability to each model, to specify whether certain gunpoints, glowpoints, etc can be active when the submodel is in its original position. For instance, the X-Wing cannot fire its lasers while its wings are closed up.

-Tie gunpoints, glowpoints, etc. to their respective subobjects, instead of to the LOD as a whole.


Quite a bit of work, I know, but I'm pretty sure it can be done.

Tell me what you think of the idea :)
Title: Movable POFs, compacting, etc.
Post by: LtNarol on June 11, 2002, 07:36:08 pm
Great ideas, I definitely want to see most of that done...

all of the above is possible, how much time some of those things will take is up for debate.
Title: Movable POFs, compacting, etc.
Post by: IceFire on June 11, 2002, 09:46:31 pm
In addition, I'd love to see Vectoring engines.  IE. Moving parts or entire engines that change to match the turn initiated.
Title: Movable POFs, compacting, etc.
Post by: Alikchi on June 11, 2002, 10:04:04 pm
Like I-War 2?
Title: Movable POFs, compacting, etc.
Post by: Mad Bomber on June 11, 2002, 10:37:24 pm
That would work similarly, although it wouldn't be activated by special key, it would be from turning. That would take a bit more programming. But, meh :)

What I really want to be able to do is have the Obirian compacting fighters from Nodewars. Compacting as they enter the fighterbay or jump into subspace. Or opening into combat mode as they exit the fighterbay.

Ahhhhh (imagines it)... the l33tness... :D
Title: Movable POFs, compacting, etc.
Post by: LtNarol on June 12, 2002, 09:17:11 am
Instead of just vectoring engines, how bout submodel movement/manipulation based on player imput (or ai commands) so that when fighters arrive in a docking bay, the hangar doors slide open and little lights (engine glows) blink, or when a fighter pulls up, certain thrusters flames appear in certain areas
Title: Movable POFs, compacting, etc.
Post by: mikhael on June 12, 2002, 10:59:28 am
Quote
Originally posted by Alikchi
Like I-War 2?

This sort of thing is very easy in Iwar2 because of the way the ships are put together. Doing it with the Freespace style would be quite... painful.