Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Megadude on August 02, 2002, 02:50:11 pm

Title: Freespace Race
Post by: Megadude on August 02, 2002, 02:50:11 pm
I was thinking of a way to make freespace into a racing game of sort.  We can make a big model that's sort of like a huge maze.  I fu go the wrong places..BOOM u die or a mean looking sentry gun can lurk right over the next corner.  There will be more than one way to reach the finish line.  This could be an action packed multiplayer experienced.  U can try to eliminate your opposition, but prepare for retribution.  Watch out for dead ends and beware of the monsters around the corner.  

One thing that's needed is a way to tell who finished first.  Source Code change or simple sexping?

What do u think.  Is this possible?
Title: Freespace Race
Post by: Mad Bomber on August 02, 2002, 02:57:19 pm
Sexping. Just say

when
-<
--distance
---Alpha 1
---some nav beacon at the end
-(whatever the winning stuff is)

I think its a good idea, a 3D maze... mwahahaaha...

I'd play it, if my computer wasn't utter crap.
Title: Freespace Race
Post by: ShadowWolf_IH on August 02, 2002, 03:00:48 pm
i'd play it, as far as who finished first you have an event set up for for when each person finishes it.  any disputes can be settled by hitting f4, and checking events.  ie, have a nav bouy as the finish line, and the sexp would be something like:

when
    distance
          <
             100
              Alpha 1
              Finish
    send message
          Alpha 1 just came home


something like that, can't remember the particulars off the top of my head, but you get the general idea, and create one of those for each ship going through the "track".
Title: Freespace Race
Post by: Sandwich on August 02, 2002, 03:00:54 pm
I've thought about this idea a few times. I've managed to make a distance-dependant "recharge-station" just by SEXPs months and months ago.

The main question is if we'd be able to create a maze model that has zero fly-through polygons. :doubt:
Title: Freespace Race
Post by: ShadowWolf_IH on August 02, 2002, 03:06:04 pm
ok it's time for a new rule, me and mad bomber are not allowed to look at the same thread at the same time anymore.  This edict should cut down on redundancy.:yes:
Title: Freespace Race
Post by: Sandwich on August 02, 2002, 07:45:43 pm
Quote
Originally posted by ShadowWolf_IH
ok it's time for a new rule, me and mad bomber are not allowed to look at the same thread at the same time anymore.  This edict should cut down on redundancy.:yes:


LOL - good thing I didn't post the same thing. :D
Title: Freespace Race
Post by: IPAndrews on August 02, 2002, 08:03:11 pm
I came up with this myself a long time ago. You can keep track of the ships using SEXPs and waypoints alright. My version worked on a simple enclosed pipe race track and had the player against AI ships. Didn't work great due to the way the AI handled collisions with the pipe wall (flys opposite direction to collision, ie straight into opposite wall, repeat until dead). Would work killer as a multi-player mission. Bunging a few sentry turrets in there to make the track more interesting works a treat too. Manually place them on the wall and make them stationary. You can also make them turret subobjects of the track but then they fire through the track walls, so the player doesn't actually get around the corner to see what just killed him. ICQ me on 29118701.
Title: Freespace Race
Post by: Av0uu on August 02, 2002, 10:03:24 pm
why not make a new weopan to go on the sentries, with high
$leech afterburner                          5000

that would make a race a bit more challenging
Title: Freespace Race
Post by: Sandwich on August 03, 2002, 05:35:26 am
Quote
Originally posted by Av0uu
why not make a new weopan to go on the sentries, with high
$leech afterburner                          5000

that would make a race a bit more challenging


Cool idea! :yes: 8)

EDIT: Why doesn't 8) translate into (http://dynamic4.gamespy.com/~freespace/ubb/noncgi/icons/icon6.gif)?!?!?!?
Title: Freespace Race
Post by: Hudzy on August 04, 2002, 08:36:43 am
Heh, don't forget to include the paintball gun mentioned in the FreeSpace Discussion forum. :lol:
Title: Freespace Race
Post by: Solatar on August 04, 2002, 10:04:48 am
Maybe some fly through polys would be cool. Like a secret shortcut. Either gos to your death, or closer to the finish line
Title: Freespace Race
Post by: aldo_14 on August 04, 2002, 01:34:07 pm
Quote
Originally posted by IPAndrews
I came up with this myself a long time ago. You can keep track of the ships using SEXPs and waypoints alright. My version worked on a simple enclosed pipe race track and had the player against AI ships. Didn't work great due to the way the AI handled collisions with the pipe wall (flys opposite direction to collision, ie straight into opposite wall, repeat until dead). Would work killer as a multi-player mission. Bunging a few sentry turrets in there to make the track more interesting works a treat too. Manually place them on the wall and make them stationary. You can also make them turret subobjects of the track but then they fire through the track walls, so the player doesn't actually get around the corner to see what just killed him. ICQ me on 29118701.


I posted summat about this a bit back, too.... although it eas more of a speed record typoe thing (make your own ship withing custom limits and try and get the shortest time from a to b.......)

If you wanted AI to race, you could MAYBE have a target object at the end of the track (because AI uses afterburners in attacking stuff), and use a path to it to control the way the AI fly through the tunnel...albeit this could be a bit of a nightmare.  (or set a point on the track as a target?)

Multiplayer would be cool, though :yes:  Could have some neat effects, too - like invisible texture for windowed bits, a launch bay acting like a fighterbay launch in a normal FS2 mission, using the thruster texture for neat effects......