Thursday, April 19, 2012

[FA][Beta] Beam Fenses And Gates

Hi,
THIS MOD IS A BETA
for videos look here http://forums.gaspowered.com/viewtopic.php?f=7&t=49158
DOWNLOAD
http://uploading.com/files/842b63m3/Beam_Fences.zip/
What is this mod?
This mod introduces for the very first time to supcom beam fenses and gates!
currently only the UEF are supported, the uef commander can build beam fenses and 1 gate..(later it will be 2) the fense posts and gate within this mod are not the final products (meshes) ive been working on some really cool posts and gates.. in a later version of the mod ill add these.
POSTS
ok so you can build fense posts within 10 squares of any adjacent post on the same line.. basicly posts will only connect if the connecting posts are lateral, each post can connect to 4 other posts .. ive coded it on so that in the posts bp you can specify how many posts it can connect to.. this is for posts that act as stoppers.. (to be added later) .. there is a production button on the posts, it doesnt do anything at the moment... in the next release you will be able to turn beams on and off.
Gates
firstly i havent completed the toggle buttons,
the gate has 2 functions,
manual up and down or auto up and down, units will not automaticly path through the gate unless its open.. to make them path through a closed gate you have to set a route via patrol or move through the gate making sure that one of the waypoints is close to the gate.. if its set to auto open mode then the gate will open for them to pass through, if its not set to auto and there is no other path for the unit to get to its destination.. the unit will just stop. (engine code not mine "cannot path to goal") so make sure you always use waypoints to get units through the gate.
thats about it for now...
i know some of you were wanting to see the code for this.. you will prolly say you cant understand it lol (as usual) but hey sh!t happens :)
if anyone is interested in making either some posts or a gate pm me for details on what the mesh HAS to have for it to work correctly.
Thx
Comments welcome :)
Enjoy!|||This looks awesome, I'd try them if I wasn't so busy with school.
I tried making these once, but I had issues with height differences distorting the effects & collision boxes, how did u solve this?
GreetZ ThaPear|||Hi,
ThaPear|||COOL, I can't wait for the final release ! :D|||Hi,
Krapougnak|||Not sure if a stopper is needed? If someone doesn't want their "end" one to connect, either don't build another one, offset the next one, or build it more than 10 squares away. Problem solved. *shrug* Although, the comment on offsetting it does bring to mind... are you intending on trying to make it where you can build them diagonal, etc and still connect?
Also, are you going to have them use energy when the beams are on? Thus it would give a reason as to why to still have the old walls in. ;) And again, as I mention this something else comes to mind... for the beam fences, it might be best (?) if shots can pass through it (friend and foe) and just make it more into a pathing block than anything else?
Otherwise, I am SO looking forward to this. :D|||Hi,
i think a stopper is needed to have "clean" fence connections, just a prostetic thing more than anything.. to keep bases neat :)
nah im not going to allow diaganal connections..
yes fences will use energy i removed it for the beta in the hope that ppl wont use the mod in real games just yet... its just for show this version... to show its possible and that it works :)
i like the fences to block shots, i understand your reasoning in that they are beams with huge gaps between each beam.. i "might" switch the beams to something like force fields some pretty awesome effects can and could be achieved if i did this..
for an idea of an forcefield effect look at each factions quantum gate :)
specailly the cybran and uef forcefields :)|||Ahh, I get you on the forcefields. Sounds good. Just would like to see it (in some fashion or another) where the fences really don't "replace" T1 walls completely.
Another thought, instead of damage to the central, invisible segment that results in its destruction also destroying the connecting fence, how about it just turns them off for a forced time period? (ie, owner can't toggle them back on until after the cool down.)|||Hi,
although them not being destroyed is a neat idea.. i kinda want them to splode, like everything else (except shields) :) remember that the player will be able to toggle them off so they can do that if they dont want the posts to get destroyed..
that is unless the unit targets the post after :)
i think i might do the forcefield approach.. or maybe make a T2 or t3 posts that connect forcefields instead of beams.. being much stronger than the beams... hehe
yeah ill do this also... nice..|||Ok, was just suggesting that idea in the sense of treating the forcefield more like a shield (where the posts thus become the generators) rather than all one unit broken into segments. You could have higher HPs/regen on the posts than the forcefield so that it isn't actually tactically all around better gunning straight for the posts as an offset, too.
Whatever you want to do though.|||Hi,
kk, ideas/pointers jotted down.. :)

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