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		<title><![CDATA[First Strike Forums — Special Effects]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=1752</link>
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		<description><![CDATA[The most recent posts in Special Effects.]]></description>
		<lastBuildDate>Tue, 11 Jul 2006 04:55:17 +0000</lastBuildDate>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=28208#p28208</link>
			<description><![CDATA[<p>Well with the move to BF2142 I think that a few topics will have to be revived and this one seems to need more discussing now. All in all I think that it is a great idea and with the new ai remote control turrets I think that even more things have now been opened up like Arc said(mouse droids anyone). The sarlacc is defineatly a neat idea and would make the game seem more realistic and I know that it would be great to see ties swooping from above unleashing their deadly cargo.&nbsp; I think its a great idea, is it possible FS team?</p>]]></description>
			<author><![CDATA[null@example.com (MK4210)]]></author>
			<pubDate>Tue, 11 Jul 2006 04:55:17 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=28208#p28208</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=28202#p28202</link>
			<description><![CDATA[<div class="quotebox"><cite>ArcAngel227 wrote:</cite><blockquote><p>Among the things GC did right, I think special effects (and by this I mean map specific things, like the music in the cantinas, and the sarlac...) was defently among them. But on the Bf2 engine I think some things might have even more promise. For instance the GC sarlac (thats the thing with tentacles in the pit on tatooine right?) was unmoving and dull. In Bf2 they have those neat animated objects, like the radar dish, that move on their own accord. Any chance we could see a sarlac with arms that when they strike either a person or viechle sends them flying? And a snapping beak maybe? Or how about letting the victim survive the fall into the sarlac&#039;s stomach, only to be trapped there and have his health drained slowly by the digestive juices? He could even do a short little exploration of the place, seeing random bodies and maybe fett, before they finally die. Every fan&#039;s dream. Lol. Things like that are neat. Or maybe on some map a cave with some kinda animal (rancor?) that stays there and attacks whatever goes near it? Or maybe on hoth, for example, when the rebels and imps are fighting in the tunnels and caves at the base they&#039;d have to be careful to avoid places where they might fall into dens of those things that attacked luke there. I think something like that is possible, sense the birds in bf2 seem to know when u come near them. </p><p>Lastly, is it possible to have a infantry map, lets say a dense city where a rebbellion has uprisen with civilian forces, that is being pounded by bombers while the map goes on? Like the imps didn&#039;t have time to pull out their troops before they begun sending down TIE bombers to pound the city randomly. There could be tie bomber viechles that have scripted flight patterns. They basically just dive, release a bunch of charges, and climb out of site. This could happen in random places, which would give the map a very intense feel as both the rebel infantry and imperial overlords mix it up in the close quarters of the city, while bombs rain down upon their heads indescriminetly. The city could be burning too, and would be even better at dusk. Effects like this really set the mood, and add to the wow factor I think. At least thats how it is for me.</p></blockquote></div><p>Do I dare revive a dead thread? Yes. But only cause its pertinent to the current situation (the 2142 jump). Otherwise I wouldn&#039;t have the courage. <img src="https://forums.fsmod.com/img/smilies/yikes.png" width="15" height="15" alt="yikes" /></p><p>Anyways, take a second to reread this buetifal post, if you please. Alot of these things would have been very, very cool. But 2142, I believe, could up the coolness factor here, a very large amount. Lemme start with the Sarlacc pit. <br />A moving, seemingly alive sarlacc pit sounds great. An actual self aware (and by this I mean ai controlled, obviously) sounds much cooler. 2142 has those neat auto turrets, and those floating auto turrets. Could the same method be used to breath life into the sarlacc? The sarlacc could have several &#039;weapons&#039;. Against enemys that are farther off, like vehicles (I&#039;m thinking desert skiffs floating over it), the sarlacc could swing a tentacle at it, sending it flying. But for closer enemys, say enemys in similar positions to lando (sliding down the pit&#039;s side) it might do like, this spinny attack with it&#039;s tentacles to knock enemys down it&#039;s gullet, seeing as it would probally be hard to have it actually grab onto people. Unless you can do that. That would be cool...<br />But theres more. Once consumed, the player would slide into the sarlacc&#039;s cavernous stomach like I described above. But instead of a dingy cave like thing, why not make the actual stomach walls move as if the thing was actually trying to digest you, by churning you up.<br />As for the tie bombings on an infantry city map, this ai could be great, seeing as teh bombers might actually have a slight guiding ability, to do it&#039;s best to hit the enemys instead of the freindlys. I still really like this as a map idea...<br />Now that teh rules have changed (2142ish) there must be a hundred really cool things that could be done with the ai. Any ideas there?</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Tue, 11 Jul 2006 03:38:16 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=28202#p28202</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24562#p24562</link>
			<description><![CDATA[<p>python must be a pain...</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Sun, 28 May 2006 03:03:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24562#p24562</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24554#p24554</link>
			<description><![CDATA[<p>i duno could be possible. </p><p>would be a good map. imps invading a base and rebels ave to defend the golum transports and let them escape.. imps have to get to base and blow up the transports within a time limit.. cant see why it wouldnt work</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| AQUILA)]]></author>
			<pubDate>Sat, 27 May 2006 23:19:35 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24554#p24554</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24552#p24552</link>
			<description><![CDATA[<p>that would be related to the python gamelogic code, and well, none of use are really good with that part of the modding. Things like a ships lifting off / landing by themselves is not possible as far as I know, but they could be spawned etc, but then again taking over an outpost can be set to change the spawned vehicles as well for that outpost. (leaves the python way of doing it rather pointless)</p><p>so, well not that far <img src="https://forums.fsmod.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /> (as far as I&#039;m aware)</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Ulversial)]]></author>
			<pubDate>Sat, 27 May 2006 23:00:19 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24552#p24552</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24551#p24551</link>
			<description><![CDATA[<p>Well, I gota another question/suggestion thingy. Again. Right, well I think that everyones major beef with bf2 is that when you go on an capture a flag it&#039;s all very repetitive. And feels kinda piontless. I mean, nothing really happens, except you getting control of a flag. And since I think it&#039;s been stated, a long, long time ago, that this mod plans on trying to capture the feel of the movies, I had an idea.<br />I know that you guys just finished up, or at least told us about, that neat building with multiple triggers, an animations. I was wondering how far you can go with such triggers. For instance on some maps can you program in specific things to happen when a specific flag is captured, or some other similar event happens to set off a trigger? For instance on a map like hoth. Could it possibley be made that theres a bank of those rebel supply ships (trying to escape) that are scripted to fly off one at a time as time counts down on the map? Like the imps are trying to both capture the base and destroy those ships. Every five minutes, or so, one of these ships lifts off and flys out of sight, completely scripted of course, not off ai or anything. Possible?<br />Or something like a lamba touching down when Imperials capture a major check piont? I&#039;m just usin random stuff to try to get my piont across. How far can you guys take triggers?</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Sat, 27 May 2006 22:31:07 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24551#p24551</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24377#p24377</link>
			<description><![CDATA[<p>Thats good to know, i have 1 gig ram but only an 128mb x300, but soon i have a 7600gt! w00t w00t, it will run great, but thanks for your dedication to lower end pc users thats a nice thing to do. First Strike Rule!</p>]]></description>
			<author><![CDATA[null@example.com (BF2Junky)]]></author>
			<pubDate>Fri, 26 May 2006 06:43:05 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24377#p24377</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24275#p24275</link>
			<description><![CDATA[<p>shhhss red <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /> lol</p><p>(his model rocked btw)</p><p>it is a tough map towork on, EVERYTHING we are doing is trying to keep specs down and not kill peoples PC&#039;s.. Blitz GD Ulv and canadians are working there buts off making everything fit in and look immense!</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| AQUILA)]]></author>
			<pubDate>Thu, 25 May 2006 09:33:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24275#p24275</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24274#p24274</link>
			<description><![CDATA[<p>I made some &quot;special&quot; statics for Endor, and although I&#039;m not sure if I&#039;m allowed to talk about what it was in particular that I worked on, I made sure that all of the meshes that I was working on were optimized properly to reduce lag issues.</p><p>Whenever I make a model, I always try to stay well bellow the tri-count limits to further reduce processing demands.&nbsp; With the skill of the rest of this mod team, I believe we will be able to deliver a wonderful mod, and hopefully lag free.</p><p>As for special effects on Endor, I&#039;m pretty sure Golden Dragon has some interesting stuff up his sleave <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Thu, 25 May 2006 08:59:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24274#p24274</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24261#p24261</link>
			<description><![CDATA[<p>O yes plz tell</p>]]></description>
			<author><![CDATA[null@example.com (Slave1)]]></author>
			<pubDate>Thu, 25 May 2006 02:07:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24261#p24261</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24260#p24260</link>
			<description><![CDATA[<p>Endor. That map seems to me like it could hold the most promise to be one of the best FS maps. I was wondering about what kinda effects you guys where doing there, that you might want to talk about. I mean talk about those buildings with all those &#039;triggers&#039; has me all excited! I mean there could those tree log traps (the 2 on ropes that hit the At-st) that might go off on their own like mines, or triggered, (which could be real fun). And all those many many other ones. I mean theres alot of potential with all those ewok things. There could be a couple banks of those catapults (maybe they could all sight on one gunner, like the cannons on the bf42 battleship, so not too many people go ewok)and you know, stuff like that. But now about the ewoks themselves.<br />perhaps instead of being a dedicated class, they could be a viechle/infantry thing, that only the rebels can use, and perhaps only after they have captured a certian location. They could be like the fighters in rise of kobol, viechles that the rebs can spawn in, but theres only a few of them, so not everybody goes ewok. <br />What knda stuff are u plannin for endor, if ur at liberty to say. <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Thu, 25 May 2006 01:34:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24260#p24260</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24246#p24246</link>
			<description><![CDATA[<p>Muchos gracias, mi amigos. <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Wed, 24 May 2006 20:45:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24246#p24246</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24202#p24202</link>
			<description><![CDATA[<p>We&#039;ll put great effort in making it run well on lower end systems (like mine, or I&#039;ll start kicking some arse withing the mod team to get it to run well).</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Ulversial)]]></author>
			<pubDate>Wed, 24 May 2006 12:00:31 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24202#p24202</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24178#p24178</link>
			<description><![CDATA[<p>I dont think there will be to many buildings on to many maps. the only map that comes to mind is a Mos Eisly map (spelling). You should be safe</p>]]></description>
			<author><![CDATA[null@example.com (Slave1)]]></author>
			<pubDate>Wed, 24 May 2006 03:07:39 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24178#p24178</guid>
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			<title><![CDATA[Re: Special Effects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=24174#p24174</link>
			<description><![CDATA[<p>It would have to be really hard I guess, but at least something like that would give a player reason not to simply suicide when they drop down there. It shouuld be hard tho, something that would make someones day when they finally do it. Lol. Now I have another question. I have a gfx 5200, and it gives me marginal performace. I play with geometery, and effects on medium, but everything else on low. It works fantastic, and I&#039;ve had no stuters or gameplay hampering things in bf2 vanilla, not even karkhand. However. In several mods like operation peacekeeper, and some others, whenever I get by some buildings I start getting stutters. And this didn&#039;t happen to me in vanilla. So my question is, since FS will have some complicated buildings, and most likely alot of them on some maps, will FS have cause similar effects on some below level systems? How will these effects look for us?</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Wed, 24 May 2006 02:23:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=24174#p24174</guid>
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