Author Topic: /*has been playing around*/  (Read 7751 times)

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Offline Grimloq

  • 29
  • Backslash enthusiast
/*has been playing around*/
HANGAR DOORS!!!


serioiusly, will this be finished and implemented into the 3.6.5? if it is, then ill release my new hecate with an opening and closing door... :) thatll make that there hanger look cool! :lol:
A alphabetically be in organised sentences should words.

 

Offline redmenace

  • 211
/*has been playing around*/
The way this are typically done in the SCP, we have a code freeze then we release then add features. Or atleast this time, that is the how things are being done.
« Last Edit: December 06, 2004, 11:11:07 pm by 887 »
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
/*has been playing around*/
I'm thinking I'm going to have to keep track of animation types and remove them from the queue when a reveral of an animation is applied...

expect me to get a lot of stuff done two weeks from now.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline redmenace

  • 211
/*has been playing around*/
Sounds great.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline Drew

  • 29
    • http://www.galactic-quest.com
/*has been playing around*/
it would be if we could add image support. If we could speceify an image or ani to be played during the animation.

Like you could make somthing open, then start glowing or somthing.

oh and bob,  thruster glows are showing tru the back of the models again, at least on my PC.

IF you wanted to make something that opened and revealed engines, the thruster glows would show trough that somthing. Its kinda annoying.
[(WWF - steroids + ties - spandex) / Atomic Piledrivers] - viewing audience = C-SPAN

My god.. He emptied the gasoline tank from the van onto your cat, lit him on fire, threw him in the house and dove for cover.  :wtf: Family indeed.  ~ KT

Happiness is belt fed.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
/*has been playing around*/
ive been going over the table code.

$Subsystem: primary1a, 1,0.0  
+non-targetable
$animation=triggered
$type="primary_bank_1"
+delay:0
+relitive_angle:0,-180,0
+velocity:0,90,0
+acceleration:0,60,0
+time:4000

the animation field should also have options such as toggle, while, and proportional. toggle will do the event the first time its triggered and then do the reverse the second time (example docking bay doors).  while will continue an animation so long as the event is being carried out (such as miniguns and gun ports). proportional is for control surfaces and rcs thrusters, thrust vectoring and the like, theese are done in proportion to the players controls at any given time. id also like to be able to trigger glowpoints as well.  also anyone doing a gundam mod would probibly want to be able to take advantage of subobject hierarchy. also is there any wat to delay the trigger event, so say the missiles wont fire until the gunports open?
« Last Edit: December 07, 2004, 02:28:22 am by 766 »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
/*has been playing around*/
triggered animations will generaly reverse themselves (or atleast that's how it's planed currently) this is becase every triggered event basicly has an anti-event, every time you hit the afterburner you eventualy have to release it. there will also be linked animations wich will be linked to a variable, such as current yaw or pitch or thrust or something of that nature. it's sort of an int/float distinction between the two animation types, something that is continuos and variable would be linked something that happens due to some sort of event would be triggered.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Grimloq

  • 29
  • Backslash enthusiast
/*has been playing around*/
'gatling' guns can be done in vanilla. take a look at the Jotun from inferno.

still, looking forward to this :yes:

can someone dumb this down for me? im a lowly modeller :blah:
A alphabetically be in organised sentences should words.

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
/*has been playing around*/
Animations, eh?
The Starfox mod should be happy about this. The sheer amount of animated models in the original Starfox continues to amaze me. Walkers, all types of doors, ships with flapping wings, stuff (including said doors) that activates when it takes a certain amount of damage, things that move like sea life, gunports, etc. Then there's the variable wing geometry of the later Arwings.
Anything worth doing is worth analyzing to death -Iranon

 

Offline Drew

  • 29
    • http://www.galactic-quest.com
/*has been playing around*/
sf 64 right?  the SNES didnt have much flapping wings.
[(WWF - steroids + ties - spandex) / Atomic Piledrivers] - viewing audience = C-SPAN

My god.. He emptied the gasoline tank from the van onto your cat, lit him on fire, threw him in the house and dove for cover.  :wtf: Family indeed.  ~ KT

Happiness is belt fed.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
/*has been playing around*/
ive been using gatling guns but i didnt know they worked in the original game, why didnt anyone tell me about that? :D
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Col. Fishguts

  • voodoo doll
  • 211
/*has been playing around*/
Quote
Originally posted by Drew
sf 64 right?  the SNES didnt have much flapping wings.


On the contrary....there were lots of flapping things in the SNES version (not the Arwing themselves though)
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

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Offline Grimloq

  • 29
  • Backslash enthusiast
/*has been playing around*/
Quote
Originally posted by Nuke
ive been using gatling guns but i didnt know they worked in the original game, why didnt anyone tell me about that? :D


sure! theyre just rotating parts. then just pop a gunpoint or ten on the end and there yo ugo, gatling gun :)
A alphabetically be in organised sentences should words.

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
/*has been playing around*/
I thought I'd ask this here.  Its regarding the destroyable, non-targettable submodels.  Since they are also classified as non-targettable subsystems, will they impact the limit on the number of subsystems used in a mission?  If they can be controled in FRED, it could be useful as part of a ship's initial status, to have some these submodels destroyed of a ship is required to look dammaged.  Consequently, it'd look kinda weird if a cap-ship that is supposed to be on the verge of structural collapse (the Hope from FS1 for example), still has all its decorative submodels intact, because the FREDder couldn't pre-set them as destroyed.

Later!
The Trivial Psychic Strikes Again!