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My Many questions.
Posted: Wed Jun 24, 2015 11:31 am
by ARC1778
HUD: Can a separate first person hud be established for each faction, or even for separate units? I.e. Clone Trooper helm (Different for each type) what a battledroid sees, and the interior of a stormtrooper helm, and basicly nothing for the rebels, because they have open-faced helmets. XD I'd also like, when in FPM, to change all the HUD Characters to Arkbesh, and to remove the ammo counter for the rebels, because my god if you can count how many bullets you've shot on full auto when they're being fired AT you then you sir are a motherfluffing genius. (Am I allowed to say that?)
Is that and the following possible?
Can Squad follow limit be increased, and who follows you be predetermined, with the auto follow from BF one?
How does the A.I. Decide what class to spawn?
Are Timed Grenades possible? I.e. "Charge up grenades" Tap for 20 sec timer, hold for half ridicule: 10 secs, fully charge: Suicide.
Can I change the auto-turret to be a tripwire alarm, I.e. enemy crosses it, you get a physical visual cue on your hud to tell you it's been crossed?
Can speed be linked to health, I.e. you get shot, and lose half your health, you move at half speed or is that to complex for Lua?
Are grenades that spawn flames possible?
And for other I.Ps (As in star wars you get hit, you get burned and don't bleed, which I'm not sure is right as your eyes can bleed after lazer eye surgey, maybe something to do with the gas element to it?) is health bleeding possible? I.e. you take a hit, and it causes your health to slowly eb away until you get a health pack?
Re: My Many questions.
Posted: Wed Jun 24, 2015 12:09 pm
by Anakin
ARC1778 wrote:HUD: Can a separate first person hud be established for each faction, or even for separate units? I.e. Clone Trooper helm (Different for each type) what a battledroid sees, and the interior of a stormtrooper helm, and basicly nothing for the rebels, because they have open-faced helmets. XD I'd also like, when in FPM, to change all the HUD Characters to Arkbesh, and to remove the ammo counter for the rebels, because my god if you can count how many bullets you've shot on full auto when they're being fired AT you then you sir are a motherfluffing genius. (Am I allowed to say that?)
You can make different helemet for different classes. You need to add the helmet parts to the custom fpm. The HUD elements it selfe are the same for every unit and side. You can differ between a few things like zoomed, not zoomed, maybe first person, not first person, but the possibilities are limited.
Is that and the following possible?
Can Squad follow limit be increased, and who follows you be predetermined, with the auto follow from BF one?
No idea. Maybe with lua scripting
How does the A.I. Decide what class to spawn?
Are Timed Grenades possible? I.e. "Charge up grenades" Tap for 20 sec timer, hold for half ridicule: 10 secs, fully charge: Suicide.
Have you every played BFX or RCM?? both mods use "charge up grenades" to throw them further
Can I change the auto-turret to be a tripwire alarm, I.e. enemy crosses it, you get a physical visual cue on your hud to tell you it's been crossed?
I don't think so.
Can speed be linked to health, I.e. you get shot, and lose half your health, you move at half speed or is that to complex for Lua?
Are grenades that spawn flames possible?
Have you ever playedn any customs mods?? You can even make grenades that spawn more grenades
This is defently possible. search for cluster grenades
And for other I.Ps (As in star wars you get hit, you get burned and don't bleed, which I'm not sure is right as your eyes can bleed after lazer eye surgey, maybe something to do with the gas element to it?) is health bleeding possible? I.e. you take a hit, and it causes your health to slowly eb away until you get a health pack?
Stock magnaguard has a poison weapon. flamethrower from Boba/Jango do the same.
Re: My Many questions.
Posted: Wed Jun 24, 2015 2:00 pm
by ARC1778
So glad you replied.

By helmet I mean like your helmet display hud overlay in RC, jsut so we're clear we're talking about that rather than a helmet for a unit model, does that change your answer at all?
Yes but charging up a grenade for a count down, is a little different to charging up for a throw, the charge was never in question, it was the ablity to basicly activate (begin countdown), hold, and then throw a grenade, as it limits "flodder tossing" throwing all your grenades at once in a small choke point, and blowing everyone til kingdom come, it makes throwing them more of a risk, you throw without holding, bomb takes ages to blow it's top, (and unless you time it really really well, the unit you're tying to take out runs over it) or you hold for longer than you have to, you're not shooting and you're likely to snuff it, drop the grenade and blow your buddies up.
Thank you for everything else though most helpful!
Also is there ANY advantage to the droidekia being a vehile?
Re: My Many questions.
Posted: Thu Jun 25, 2015 4:48 am
by Anakin
ARC1778 wrote:So glad you replied.

By helmet I mean like your helmet display hud overlay in RC, jsut so we're clear we're talking about that rather than a helmet for a unit model, does that change your answer at all?
Still the same answer. You can make static objects for each unit class. But you can not make different HUD Layouts (healthbar, energybar, text positions, weapon icons,...) for different units. You can see it in my RC mod. Only the RC and Mandos have the helmet parts in the first perspective. In the 3rd persperctive and for cis droids,.., the helmet is removed. But the HUD icons, bars, text are the same for every unit.
ARC1778 wrote:
Yes but charging up a grenade for a count down, is a little different to charging up for a throw, the charge was never in question, it was the ablity to basicly activate (begin countdown), hold, and then throw a grenade, as it limits "flodder tossing" throwing all your grenades at once in a small choke point, and blowing everyone til kingdom come, it makes throwing them more of a risk, you throw without holding, bomb takes ages to blow it's top, (and unless you time it really really well, the unit you're tying to take out runs over it) or you hold for longer than you have to, you're not shooting and you're likely to snuff it, drop the grenade and blow your buddies up.
Not sure what you mean, but i'm not a weapon expert.
Re: My Many questions.
Posted: Thu Jun 25, 2015 8:15 pm
by Oceans14
ARC1778 wrote:Yes but charging up a grenade for a count down, is a little different to charging up for a throw, the charge was never in question, it was the ablity to basicly activate (begin countdown), hold, and then throw a grenade, as it limits "flodder tossing" throwing all your grenades at once in a small choke point, and blowing everyone til kingdom come, it makes throwing them more of a risk, you throw without holding, bomb takes ages to blow it's top, (and unless you time it really really well, the unit you're tying to take out runs over it) or you hold for longer than you have to, you're not shooting and you're likely to snuff it, drop the grenade and blow your buddies up.
You mean you want the unit to be able to "cook off" the grenade, i.e. hold onto it and allow it to charge up before releasing? There are two stock weapons that do this (sort of) that come to mind: the arc caster and mortar launcher. The odfs can be found in the imp side folder. As I recall there are different charge levels that increase the damage depending on how long the fire button is held. You could most likely write a grenade odf that incorporates this functionality. Definitely a good way to prevent grenade spamming if you can work it out.
Re: My Many questions.
Posted: Fri Jun 26, 2015 4:27 pm
by ARC1778
Oceans14 wrote:ARC1778 wrote:Yes but charging up a grenade for a count down, is a little different to charging up for a throw, the charge was never in question, it was the ablity to basicly activate (begin countdown), hold, and then throw a grenade, as it limits "flodder tossing" throwing all your grenades at once in a small choke point, and blowing everyone til kingdom come, it makes throwing them more of a risk, you throw without holding, bomb takes ages to blow it's top, (and unless you time it really really well, the unit you're tying to take out runs over it) or you hold for longer than you have to, you're not shooting and you're likely to snuff it, drop the grenade and blow your buddies up.
You mean you want the unit to be able to "cook off" the grenade, i.e. hold onto it and allow it to charge up before releasing? There are two stock weapons that do this (sort of) that come to mind: the arc caster and mortar launcher. The odfs can be found in the imp side folder. As I recall there are different charge levels that increase the damage depending on how long the fire button is held. You could most likely write a grenade odf that incorporates this functionality. Definitely a good way to prevent grenade spamming if you can work it out.
Excellent! Never wrote a odf before, but first time for all. XD