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BogdanV

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About BogdanV

  • Birthday 11/18/1992

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  • Jack of All Trades

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    Male
  • Location
    Sol system, Terra

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  1. That V3 Helper is a jolly great idea for aiming, but it pretty much throws the element of suprise out the window (if you ever plan on doing a sneak attack). Good for slow moving / large targets (future aircraft carriers ? ) and buildings. Perhaps if the aim helper could be run client-side, so that no other player will see it, but I'm not sure if its possible. Also, that StarFox video made me lol hard !
  2. Normally, the AI will shoot it as the rocket belongs to team "mutant" which is allied/gdi and soviet/nod's common enemy. It was set up as mutant because you can't change the rocket's team after the team of the player that launched it (so that enemy AA will shoot it). If I would've let it as team soviet, the problem would've been : "What happens if an allied soldier hijacks an V3 Launcher Truck ?" . Since the V3's team would've been soviet, if that missile would've been launched to the soviet base, then : 1. the AI would recognize it as its teammate and not shoot it. 2.if FF is OFF then it wouldn't have damaged nothing! Thus, I've set the V3's team as Mutant so that regardless of who launches it, whatever the missile will hit, will be damaged/destroyed/killed and attacked by AA defenses. The only issue here is that the rocket being Mutant, if you launch the V3 from your base, your AA will try to shoot it down, so you'll have to make sure that the rocket's path won't cross over your base. Also, due to detonation timing issues, you wouldn't be able to launch the V3 on short trajectories and you'll also have a very small vertical tilt, allowing you to fire only at long trajectories.
  3. Its more than likely the "Holly Grenade". Very fun game to play on a rainy day. Anyway, good blog as always, but about the video, you're quite a lucky guy because if that would've happened in my country, the teacher's council would've been called and severe disciplinary actions would've been taken.
  4. Good to hear that actually. I'll check it out when I'll have enough time. Thanks for the info.
  5. Well indeed, I never denied that what I've done is not a texture projector but seeming as few people ever used it and the fact that only a single WS doc from the rentools slightly mentioned it, I checked it out, made it functional and searched for good areas of applicability. As I myself mentioned, this is not true dynamic lightning, this is a fake dynamic lightning As you can see from the quote lines in bold, this is not true dynamic lightning as such a thing would require good coding skills. I just know how to work my way around with LE and find some ingenious utilities for presets that have no link to the utility I'd assign to them (crushable stuff -> human presets). Sorry if my statements caused confusion, this is fake dynamic lightning. With W3d, only improvisation works. The rest depends on the Engine's Code. Honestly, I find this substitute quite good as it doesn't stress the engine and it does a fairly good job. Fake, real, whatever. As long as it does its job well, I don't care what it is. If people like it, its fine with me. I just brought to light something that wasn't even used by Westwood! Why let something like this go to waste and not show it to the people so that anyone can be aware of it ?
  6. As dumb as it may sound, that's true. Thankfully, a script that was attached to Renegay's visceroid stopped crush-able objects from yelling like humans when shot/killed. Also, thanks for mentioning me and my mod OWA! PS: Two more tests and I'm threw with 1/2 of the exam. I'll be able to be more active during the Christmas vacation (1 week only, sadly! )
  7. HINT: You could always spawn a cinematic when the tree dies... P.S: By cinematic I mean the presets category, NOT the .txt files.
  8. First of all. welcome aboard DJS5590 ! The more, the better ! Secondly, I hope EA won't render my Ren2 Mod useless, as I have big plans with it (especially for the releases following the MP version) and I won't give up on it !
  9. Wow, I never knew I joined BHG. Was this in the contract ? Hmm..... (joking) Anyway, its good to see the 1st in-house BHG production. I look forward onto this. In fact, I could help with rigging maps/props for whatever stages will the next clip be shot in. Mostly, I'm thinking on rigging tiles (IE : Naval Transport with vehicles in it and actors talking while traveling on water, things that collapse when a certain event happens, flying aircraft -MiGs, Yaks, Badger bombers, clips inside a Badger bomber, etc.). Also, good work on the SD Ric ! For a beginner (? - pardon me if I'm wrong), you do have the skills of a good texture artist (which can't be said about me, lol). Good luck with the rest of the SD !
  10. The real problem with the guys that are inside it is : What happens if they spawn inside the building when it plays its build-up anim ? They would surely be blue-helled and/or killed by the building's anim. Also, at the beginning of the game, all buildings that'll behave like this will start with the build-up anim. So, the problem here would be : "Where to put the spawners ?" I think scattering them inside the base would be the best way in keeping things balanced. Also, thanks guys for all of your appreciation !
  11. You know that these birds, if attached a turret AI script, won't look too cute when they'll fly above you ? Lol, seagulls dropping Kirov bombs from their little bird-buts . Anyway, I like how Little Big Lake's shaping, good work on it !
  12. Regarding the seagulls, to clear some misunderstandings, the bird does flap its wings, probably it wasn't clear due to the quality of the video and there are more than 1 bird flying in the map, but I couldn't catch in my sights more than one bird at a time.
  13. May God rest Mr Worth's soul in peace. A memorable actor on a memorable game !
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