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Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 10:52 am
by Fiodis
DarthD.U.C.K. wrote:when i discovered that you could put any odfproperty under the instancepropertytag and they would become editable in ZE and everyone i told it knew that already.

I didn't know that, so you taught me something new.
As for the pushable objects, that "unit" I was trying to create in the thread Duck linked to was exactly that - a pushable object (a barrel and a fence, to be precise). I'm not sure if giving them a custom skeleton would fix the collision issues. There's another problem as well; whenever they landed then they would slide along the ground slowly without stopping, at least until they hit something. In the end, I just concluded that it was not really worth it.
Anakin wrote:for the boxes would be awesome and may impossible if you can throw them to enemies and they will be pushed so they fall and get a bit damage
I'm not sure if that's possible at all, but as with the pushable boxes themselves, it probably wouldn't be worth the effort. Aside from ironing out all the bugs, you would have to teach the ai how to deal with them.
Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 10:58 am
by agentsmith38
Outstanding. Now all we need is a deck of cards.
Perhaps we can think of a way to "Force Grab" stuff now and move them around (with the force) ?
Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 11:00 am
by Lephenix
agentsmith38 wrote:Outstanding. Now all we need is a deck of cards.
Perhaps we can think of a way to "Force Grab" stuff now and move them around (with the force) ?
Was thinking on that already .
Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 11:09 am
by THEWULFMAN
agentsmith38 wrote:Outstanding. Now all we need is a deck of cards.
Perhaps we can think of a way to "Force Grab" stuff now and move them around (with the force) ?
I thought about this one at great length.
The closest I could think of was a harmless force choke type weapon. I am welcome to ideas.
I a wiling to go to any length of effort to do something I want.
I am in a foul mood thanks to this thread, but ignore me
Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 11:10 am
by Lephenix
Was thinking of movable force shocked units too

.
Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 11:25 am
by Fiodis
BF2 choke isn't like JKA choke; you can't move things with it.
Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 11:32 am
by agentsmith38
Fiodis wrote:BF2 choke isn't like JKA choke; you can't move things with it.
That's right, another one bites the dust.
[InstanceProperties]
Posted: Sun Mar 27, 2011 12:24 pm
by AceMastermind
DarthD.U.C.K. wrote:...i discovered that you could put any ODF property under the [InstanceProperties] tag and they would become editable in ZE...
There's nothing in the documentation that says you
can't do this but it's cool to know you can. Instance properties allow you to customize specific objects in ZE, for example if you place a destructable crate ODF in ZE 10 times and you want 1 of those crates to have a different MaxHealth value than the other 9 then you can customize this property for that particular crate instance. You can't just use
any ODF property though, the properties you use must be supported by whatever classlabel that object ODF uses.
Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 12:37 pm
by Maveritchell
Not to further denigrate any feeling of discovery, but any team set to nonhostile, nonfriendly will have all things associated with them as yellow just as (mentioned earlier in the thread) Operation Ferret Master and Aquilaris: Deep Sea (SetTeamAsNeutral).
Objects as units have been done before, but the problem with them (as I am sure you will soon find out) is that while they take on the physics* of units, they lose the properties of static objects, namely your ability to stand on them or interact with them in a reasonable way. They don't interact well with each other, either (you'll have problems stacking them as easily and precisely as you would static objects). I concepted out puzzle modes for the original Dark Times using this, and I know FragMe!'s played with this before too - what I think you will ultimately find is that it makes nice window dressing, but doesn't add anything of substance to gameplay, given its limitations.
*I use this term loosely here
Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 4:55 pm
by Sky_216
Don't be so hasrh on yourself WULFMAN, you didn't know and one of the 'limitations' in the limitations thread is inability to change functioning CP colours.
Got something quite big I just remembered to dd to this thread, but before that something smaller......
BF2 Limitations Thread wrote:•Every dispensable turret on the map uses the same weapon as the last loaded dispensable turret in the Lua.
Unless I've got was this is saying wrong, this can be easily worked around by loading dispensable turrets as a seperate side (just like the tur side really, except using autoturrets instead) before your infantry sides. One unit can carry multiple turret types too.
Re: The "THEWULFMAN is stupid" thread (impossible thread)
Posted: Sun Mar 27, 2011 5:02 pm
by THEWULFMAN
Sky_216 wrote:
BF2 Limitations Thread wrote:•Every dispensable turret on the map uses the same weapon as the last loaded dispensable turret in the Lua.
Unless I've got was this is saying wrong, this can be easily worked around by loading dispensable turrets as a seperate side (just like the tur side really, except using autoturrets instead) before your infantry sides. One unit can carry multiple turret types too.
I dont know how it works, but the turrets somehow know if you just rename the weapon and ord. Then they still use that ord class. I worked arounf this in tcw by haveing one turret be beam, and the other laser.
Working on newest version of the force pushable objects.
Maveritchell wrote:Not to further denigrate any feeling of discovery, but any team set to nonhostile, nonfriendly will have all things associated with them as yellow just as (mentioned earlier in the thread) Operation Ferret Master and Aquilaris: Deep Sea (SetTeamAsNeutral).
Objects as units have been done before, but the problem with them (as I am sure you will soon find out) is that while they take on the physics* of units, they lose the properties of static objects, namely your ability to stand on them or interact with them in a reasonable way. They don't interact well with each other, either (you'll have problems stacking them as easily and precisely as you would static objects). I concepted out puzzle modes for the original Dark Times using this, and I know FragMe!'s played with this before too - what I think you will ultimately find is that it makes nice window dressing, but doesn't add anything of substance to gameplay, given its limitations.
*I use this term loosely here
I understand the limitations. Will this be going in my TCW mod, I don't know. I will have to decide does it contribute anything for me. Personally different is good. Thats why I am doing alot of things no one has done before. Small things, but you know.
Re: The "THEWULFMAN is stupid" (impossible stuff thread)
Posted: Thu Mar 31, 2011 11:39 am
by Vuler
Great job WULFMAN! I didn't even know it's possible to give CPs' a different color. The pushable objects are great too! It looks that your mod is going to give MUCH more content than it was expected when you started it!

Re: The "THEWULFMAN is stupid" (impossible stuff thread)
Posted: Thu Mar 31, 2011 11:48 am
by Unlucky13
Vuler wrote:Great job WULFMAN! I didn't even know it's possible to give CPs' a different color. The pushable objects are great too! It looks that your mod is going to give MUCH more content than it was expected when you started it!

Actually, like mav said you can only have yellow cps and that is for locals. Other than that you can only have blue and red cps.