Author Topic: Feasibility Question: Interior Battle  (Read 4785 times)

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Offline FUBAR-BDHR

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Re: Feasibility Question: Interior Battle
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Offline LeGuille

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Re: Feasibility Question: Interior Battle
Well, not only that, but most walls are easily added, so really only need a few segment types, small, big, large, long, wide, tall, circular, box, etc.... for basic purposes, and the rest of the visual would be texture replacement.

This actually sounds really neat.
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Offline FUBAR-BDHR

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Re: Feasibility Question: Interior Battle
The idea about moving corridors I posted earlier would be to avoid the 400 ship limit and reduce the number of objects in the game at one time.  You could literally make an endless maze with only a handful of objects in mission at any one time. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 
Re: Feasibility Question: Interior Battle
And when the player gets to some door or airlock, an SEXP could red alert him/her/it/whatever to the next segment, something similar to what was done in Half Life 1.

Also- create special units that turn on a dime and fly slower than stock units, it'll help AI navigating through tight corners on their waypoint path.
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Offline Droid803

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Re: Feasibility Question: Interior Battle
The idea about moving corridors I posted earlier would be to avoid the 400 ship limit and reduce the number of objects in the game at one time.  You could literally make an endless maze with only a handful of objects in mission at any one time. 

You'd have to be quite creative with your SEXPs though. And it may be a bugger to bugfix.

Red-Alerting isn't the best plan, since more than one red-alert makes you incapable of going to the one before it to fix it up if you find you took too much damage in the first section to survive another.
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Re: Feasibility Question: Interior Battle
Repair bay: A place where your HP increases when you get close enough.
Rearm bay: similar, but weapons reload.

I think it would be doable (at least the repair part), but then again I don't know too much about FRED...
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Offline Droid803

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Re: Feasibility Question: Interior Battle
Well, you could do the repair bay quite simply in FRED with distance(-ship-subsystem) SEXP and repair hull/subsystems.
You could add it onto essentially any ship (like say an Orion's fighter bay - fly in, park and you get repaired)
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Offline FUBAR-BDHR

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Re: Feasibility Question: Interior Battle
The idea about moving corridors I posted earlier would be to avoid the 400 ship limit and reduce the number of objects in the game at one time.  You could literally make an endless maze with only a handful of objects in mission at any one time. 

You'd have to be quite creative with your SEXPs though. And it may be a bugger to bugfix.

Red-Alerting isn't the best plan, since more than one red-alert makes you incapable of going to the one before it to fix it up if you find you took too much damage in the first section to survive another.

Never said it would be easy just that it could be done. 

If you designed the sections so that they all have exactly the same distance from center to each corner then placing them would be a lot easier since their centers would all be on a grid no matter which way you rotated them.  You would only need a few sections.  Straight, dead end, 90, T, 4-way, 5-way, and 6-way.  Lay it out in cubes and have events triggered when you hit a certain area to move all the objects from one position to another.  Another event reverses the process.  You could lay each section out in FRED and save the type, coordinates, and facing needed for each block of objects for use in the events. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Aardwolf

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Re: Feasibility Question: Interior Battle
Apparently the mod I was thinking of was some Macross mod.

 
Re: Feasibility Question: Interior Battle
If you designed the sections so that they all have exactly the same distance from center to each corner then placing them would be a lot easier since their centers would all be on a grid no matter which way you rotated them.  You would only need a few sections.  Straight, dead end, 90, T, 4-way, 5-way, and 6-way.  Lay it out in cubes and have events triggered when you hit a certain area to move all the objects from one position to another.  Another event reverses the process.  You could lay each section out in FRED and save the type, coordinates, and facing needed for each block of objects for use in the events. 

Reminds me of this cube...

Now we'll need to figure out how to make different booby traps in those segments (a variable giving the segment a number, with the same segment being able to have different numbers, and an event linked to this number?), and we can make a cool horror.
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Offline FUBAR-BDHR

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Re: Feasibility Question: Interior Battle
Random-multiple of at the start to place the pre-determined hazards and another random event to set the position of the cubes
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras