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A script that would spawn a mark on the minimap when the warhead it is attached to collides with something would be probably quite useful for many things. In this case just give the binoculars a hitscan primary fire with an invisible warhead with that script.

well you can't attach scripts to warheads that's one drawback of the engine

Edited by triattack
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Guest APB_ICE

 

A script that would spawn a mark on the minimap when the warhead it is attached to collides with something would be probably quite useful for many things. In this case just give the binoculars a hitscan primary fire with an invisible warhead with that script.

well you can't attach scripts to warheads that's one drawback of the engine

 

Flares cause a marker to appear on the minimap. Perhaps we can make the binoculars' warhead spawn an invisible flare or something?

 

Which reminds me, whatever happened to the idea of giving Captains, Spies, etc. a couple of flares to mark objectives, signal teammates, etc.?

Edited by APB_ICE
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A script that would spawn a mark on the minimap when the warhead it is attached to collides with something would be probably quite useful for many things. In this case just give the binoculars a hitscan primary fire with an invisible warhead with that script.

well you can't attach scripts to warheads that's one drawback of the engine

 

Flares cause a marker to appear on the minimap. Perhaps we can make the binoculars' warhead spawn an invisible flare or something?

 

Which reminds me, whatever happened to the idea of giving Captains, Spies, etc. a couple of flares to mark objectives, signal teammates, etc.?

That sounds like some APB stuff. Go ask them.

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Guest Sonarpulse

well you can't attach scripts to warheads that's one drawback of the engine

Oh, I didn't know or had forgotten that. Pity.
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A script that would spawn a mark on the minimap when the warhead it is attached to collides with something would be probably quite useful for many things. In this case just give the binoculars a hitscan primary fire with an invisible warhead with that script.

well you can't attach scripts to warheads that's one drawback of the engine

 

 

The biggest drawback to this engine is people believing they understand the drawbacks of this engine and designing gameplay around those perceived drawbacks which probably aren't really drawbacks or limitations at all.
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Guest APB_ICE

 

 

 

 

A script that would spawn a mark on the minimap when the warhead it is attached to collides with something would be probably quite useful for many things. In this case just give the binoculars a hitscan primary fire with an invisible warhead with that script.

well you can't attach scripts to warheads that's one drawback of the engine

 

 

The biggest drawback to this engine is people believing they understand the drawbacks of this engine and designing gameplay around those perceived drawbacks which probably aren't really drawbacks or limitations at all.

 

 

So... can we attach scripts to warheads or not? :confused:
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A script that would spawn a mark on the minimap when the warhead it is attached to collides with something would be probably quite useful for many things. In this case just give the binoculars a hitscan primary fire with an invisible warhead with that script.

well you can't attach scripts to warheads that's one drawback of the engine

 

 

The biggest drawback to this engine is people believing they understand the drawbacks of this engine and designing gameplay around those perceived drawbacks which probably aren't really drawbacks or limitations at all.

 

 

So... can we attach scripts to warheads or not? :confused:

 

 

You can check if an object was hit by a certain warhead and so put a script on the object instead.
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This is exactly what I'm talking about. Rather than actually stating the problem ("As a player using binoculars, I would like to mark targets for my team members"), everybody jumps right into various solutions that draw upon previous limitations that haven't been around for a while. :(

 

For this particular problem, we have significant (if not full) control over the radar code, the stealth code, the weapon code, the "defense object" code (which provides health/armor), and much more. It's always better if we don't abuse existing gameplay systems. When we've done it before the features turned out very hacky, buggy, laggy, and overall not a good experience.

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What I'm saying is to discuss the original ideas with the programming team instead of ones that were already shoehorned into perceived engine limitations. They will invariably know more about current engine capabilities and how to expand them or work around them appropriately.

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Guest KevinLancaster

What I'm saying is to discuss the original ideas with the programming team instead of ones that were already shoehorned into perceived engine limitations. They will invariably know more about current engine capabilities and how to expand them or work around them appropriately.

Who is on the programming team though (besides you of course)?

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Guest Elsa

 

What I'm saying is to discuss the original ideas with the programming team instead of ones that were already shoehorned into perceived engine limitations. They will invariably know more about current engine capabilities and how to expand them or work around them appropriately.

Who is on the programming team though (besides you of course)?

http://www.tiberiantechnologies.org/staff

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