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Blog 116 (14/01/09)


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Welcome to this week's blog. Sorry there's not much AR news, but we've been bottling up the information to use in the podcast to answer your questions with!

 

Anyway, lets hit into the updates.

 

Drill Ingame

We got tired of waiting for the new gun hands to come along, so TruYuri rigged up the Allied Impact Drill for use ingame. The rig comes complete with a reload/check animation which should fit nicely into game.

More on this when we get more weapons into game to test.

 

ScreenShot03-2.pngScreenShot04-3.png

 

Doors

Here is what an allied door looks like! This was modelled by dtrngd and textured by TheBeerinator.

 

There's not much else to say, so check out the image!

 

teamdoor-1-1.jpg

 

New Logic

danpaul88 has been working on an expansion to his building damage script that should make attacking structures more interesting.

 

This script will implement the weakpoint (and, potentially, strongpoint) system in AR for all buildings. It is designed for use with buildings which have controllers, but should technically also work on other things too, such as stationary defences setup as turret type vehicles or simple objects for garrisonable buildings so long as they have the dp88_AR_Building script attatched to them.It is no longer named dp88_AR_Building_Weakpoint due to the potential to use it for strongpoints as well, the new name more accuratly describes it's functionality.Upon the creation of an object with this script attached the script looks for the closest building controller instance matching the preset name given as one of it's parameters. This allows for multiple copies of the same building controller to work properly (although I am not certain that the engine supports multiple copies of the same building without using seperate presets for each controller and unique mesh prefixes for each one...). Upon finding said controller it sets the objects max health, max shield strength, health and shield strength to match those of the controller, eliminating problems arising from updating the controller or one of the weakpoints in LE and forgetting to update the others. It then sends a custom event to the controller to inform it of the weakpoints existance so that it knows to replicate damage done to it to the weakpoint.Upon taking damage the weakpoint calls the Apply_Damage script function to pass the same amount of damage along to the main building with the correct damager. It requires that the none warhead exists and has a damage scale of 1.000 against the building controllers shield and skin types (which it should do, since none is a generic damage type). Using Apply_Damage means the damager gets all the appropriate points for damaging (or potentially killing) the building.When the controller takes damage it loops through it's list of known custom damage zones and updates their health and shield levels to match it's own, so that they are all synced with the controller. It does NOT use Apply_Damage to prevent a loop condition where the controller and custom damage zone scripts would continually apply damage to each other until both are dead.The custom damage zone script can also include animation frames for as many damage states as we want (we have to decide this in advance however, once the parameters are done it's fixed), for example we could have animation frames for 20%, 40%, 60%, 80% and 100%, all of which would be optional. 0% damage would be assumed to be frame 0.

This is intended to simply implement areas of the building with the exact same HP and such as the building itself, but which take more or less damage from weapons. We could even update the armor.ini to define different material types, like wood, concrete, metal, glass etc and have different weapons affect them differently, for example a bullet might be effective against wood and glass, a flamethrower very effective against wood and a tank shell very effective against wood, metal and glass or something like that. Different shell types could also be used on different units too, like armour piercing shells on the tank destroyer which are highly effective against vehicles and metal building sections but not against concrete sections, and explosive shells for siege weapons which are more effective against concrete areas.Would force people to change their attack plans based on what units they have, since some units would do more damage in different areas than others.

Team Messages

I'm back at uni now and I have passed my driving test! It's been a busy week getting back into the swing of things, but expect more updates next week.

 

We shall be recording the podcast ready for the next blog, so be on the watch for that!

 

dtrngd will hopefully be joining me for the podcast, to answer all of the mapping queries and the questions that even I'm not too sure on :D

 

TheBeerinator has completed the Allied Barracks now, so that's going to be sent afor rigging!

 

danpaul88 has been working on the new test build and expanding on some neat ideas which were tried out last time around. We'll need to test these ideas before we make up our minds on what we want.

 

OWA's Random Corner

Have a McRoll!

Next

Wait and you'll see.

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