Re: Special Effects

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!

Re: Special Effects

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'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'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.
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?
Or something like a lamba touching down when Imperials capture a major check piont? I'm just usin random stuff to try to get my piont across. How far can you guys take triggers?

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Futurama: You Can't Prove it Won't Happen

Re: Special Effects

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)

so, well not that far hmm (as far as I'm aware)

"i rar you with high compression alogrythems" - teh hobbit

Re: Special Effects

i duno could be possible.

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

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Re: Special Effects

python must be a pain...

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Futurama: You Can't Prove it Won't Happen

Re: Special Effects

ArcAngel227 wrote:

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'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'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'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.

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'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.

Do I dare revive a dead thread? Yes. But only cause its pertinent to the current situation (the 2142 jump). Otherwise I wouldn't have the courage. yikes

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.
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 'weapons'. Against enemys that are farther off, like vehicles (I'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's side) it might do like, this spinny attack with it's tentacles to knock enemys down it'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...
But theres more. Once consumed, the player would slide into the sarlacc'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.
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's best to hit the enemys instead of the freindlys. I still really like this as a map idea...
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?

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Futurama: You Can't Prove it Won't Happen

Re: Special Effects

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.  I think its a great idea, is it possible FS team?

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