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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Sandwich on September 10, 2002, 09:31:24 am

Title: Controllable subspace nodes?
Post by: Sandwich on September 10, 2002, 09:31:24 am
I was wondering if there were any plans to code support for something that would enable people to include a continual or temporary animated effect on an object in the game.

Meh - that sounded confusing, lemme give a few examples:

1 - A mission with a corrupted subspace node. It could be a very jagged model based on the subspace node pof (the conical one, not the intersystem node model), with a custom ANI assigned to it as a texture. The ANI would be like the subspace ANI, but with dark colors and stuff, to make it look like a "sick" node. This object could be controlled via SEXPs, but also grow and shrink like subspace node effects do.

2 - uhh... lesee...  ok, maybe I'll stick with one possible use of this thing. :p
Title: Controllable subspace nodes?
Post by: Sandwich on September 10, 2002, 10:34:34 am
Inquisitor, I see you viewing this thread - post something! ;) :lol:
Title: Controllable subspace nodes?
Post by: Solatar on September 10, 2002, 02:59:50 pm
While we're on the subject of nodes, could we have something like in Tachyon, where the player can jump intersystem, without a red alert mission? (i.e.-Two battles, one on each side of the node. Alpha has been assigned to help out with both. You fly through the jump node back and forth between the battles).
Title: Controllable subspace nodes?
Post by: Killfrenzy on September 10, 2002, 04:19:12 pm
Or the system used in XWA or SL. :)

They work better in my opinion. :)
Title: Controllable subspace nodes?
Post by: Sandwich on September 10, 2002, 05:23:47 pm
Quote
Originally posted by Hades
While we're on the subject of nodes, could we have something like in Tachyon, where the player can jump intersystem, without a red alert mission? (i.e.-Two battles, one on each side of the node. Alpha has been assigned to help out with both. You fly through the jump node back and forth between the battles).


:rolleyes: No offense, but do you have any idea how many times that idea has been mentioned?
Title: Controllable subspace nodes?
Post by: Stryke 9 on September 10, 2002, 05:41:17 pm
Would be cool, tho.

Anyway, I can think of several uses for animated texes. How about running lights on ships? Ships that can "cloak"? Some sort of crawly texture on Shivan ships? Stuff like that?
Title: Controllable subspace nodes?
Post by: ShadowWolf_IH on September 10, 2002, 06:03:55 pm
or we could actually use it to create small background battles, giving the appearance of a much larger engagement.  Or maybe even make a giant christmas tree complete with blinking lights.
Title: Controllable subspace nodes?
Post by: Solatar on September 10, 2002, 07:42:04 pm
Quote
Originally posted by Sandwich


:rolleyes: No offense, but do you have any idea how many times that idea has been mentioned?


Yes, It has been metnioned at least a million times, but I figured why we are actually on the SUBJECT, why not bring it up. I know nobody will do it, but that doesn't really matter.
Title: Controllable subspace nodes?
Post by: Bobboau on September 10, 2002, 10:20:14 pm
so you want to have mission scripted controle over fireballs (the FS object type, wich would include warpin\out glows)
Title: Controllable subspace nodes?
Post by: JC Denton on September 10, 2002, 10:33:49 pm
Sure, like when a subsystem is scripted to be sabotaged or such, you can set a tag in the SEXP to determine if it "blows out" like if a swarm of Stilettos hit it, or if it just "turns off" (i.e. no explosions).
Title: Controllable subspace nodes?
Post by: Sandwich on September 11, 2002, 10:55:13 am
Quote
Originally posted by Bobboau
so you want to have mission scripted controle over fireballs (the FS object type, wich would include warpin\out glows)


Err, I think so... basically, I want to have full scriptable control over spacial anomalies. The models for these anomalies could be resized during a mission, and they can have animated textures in addition to normal ones.
Title: Controllable subspace nodes?
Post by: Bobboau on September 11, 2002, 12:18:00 pm
well could you give me an example f what you want, that description up there wasn't very... descriptive

a node isn't a visable thing, it's only marked by a little wire frame green hud image, now if what you want is to have a warpin effect of some sort that plays continusly without haveing anything warping in or out (wich doen't make much sence considering how FS subspace works, but that is irelevent to the matter at hand) that could probly be done.
Title: Controllable subspace nodes?
Post by: Nico on September 11, 2002, 02:49:51 pm
I think I know what he wants, I have the need for something like that actually:
imagine an unstable node, something disrupted it. now it stays open, much like if a ship wanted to jump in/out. but there's no ship, the thing just won't itself because of some singularity. so it's growing, shrinking, flickering, etc, but won't shut down. Is that what you've in mind Sandwich?
Title: Controllable subspace nodes?
Post by: Sandwich on September 11, 2002, 07:47:59 pm
Quote
Originally posted by venom2506
I think I know what he wants, I have the need for something like that actually:
imagine an unstable node, something disrupted it. now it stays open, much like if a ship wanted to jump in/out. but there's no ship, the thing just won't itself because of some singularity. so it's growing, shrinking, flickering, etc, but won't shut down. Is that what you've in mind Sandwich?


Yes, that's it - the warp-in/out effect - sorry about the confusion from calling it a node.
Title: Controllable subspace nodes?
Post by: Kamikaze on September 12, 2002, 12:17:01 am
Quote
Originally posted by Stryke 9
Would be cool, tho.

Anyway, I can think of several uses for animated texes. How about running lights on ships? Ships that can "cloak"? Some sort of crawly texture on Shivan ships? Stuff like that?


while we're on the topic of textures, what about emissive textures - those are awesome. Imagine the designs on the shivans glowing and pulsating....
Title: Controllable subspace nodes?
Post by: KARMA on September 12, 2002, 09:16:10 am
you mean something like the "vortex" in the final missions of secret ops (the free downloadable game that continued wc prophecy's story)? it was like a continuous warp effect rotating..nice:)
Title: Controllable subspace nodes?
Post by: Sandwich on September 12, 2002, 05:40:24 pm
Quote
Originally posted by KARMA
you mean something like the "vortex" in the final missions of secret ops (the free downloadable game that continued wc prophecy's story)? it was like a continuous warp effect rotating..nice:)


Never played that one, but yeah, sounds like it. :yes: