A few things someone must have thought about before...
Moderator: Moderators
- vampire_lord
- Rebel Sergeant

- Posts: 216
- Joined: Thu Mar 20, 2008 7:02 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Mexico City
- Contact:
A few things someone must have thought about before...
I am new as you know, but... for some reason the engine's limits and hardcodes aren't there when I think about some stuff, that's vehicles, scripts and workarounds; this topic will contain my personal thoughts about lots of things I am almost certain someone figured before, but, in case no one did, here we go.
We will keep this on the modding subject anyway, correct me if I am wrong.
#1.- Cluster Bomb: When I was checking some ODFs about explosives and ordnances, I just came up with the idea, but maybe the thing has been tried before or proven impossible. so is it possible to make a bomb (for air vehicles mostly) with a short lifespan whose ordnance(s) make it release a bunch of damaging particles, probably something wich ignites/explodes while they touch the ground like normal grenades?
#2.- Air Carriers (work around): This concept is related to modeling but with some scripting as well, if I make a model with an empty space like a CR-20 Troop Carrier wich closes the door on take off, and then, I put all five access possitions inside the vehicle (like space remote turrets) so you need to enter and then all the remaining space for units; I thought about how some vehicles kill you if they keep pushing a unit (happened a few times), so I wonder if somehow one can make ODF of the same vehicle "independent" chunks to add more possitions, basically more seats even if they don't have any turret or additional weapon.
#3.- Ground Carriers: almost the same here but let's make an example with the AT-AT, what I wonder is, with proper modeling and animation scripting is it possible to add something like a take off so the AT-AT will be lowered with opened doors and raised on take off?
Thanks for your time.
We will keep this on the modding subject anyway, correct me if I am wrong.
#1.- Cluster Bomb: When I was checking some ODFs about explosives and ordnances, I just came up with the idea, but maybe the thing has been tried before or proven impossible. so is it possible to make a bomb (for air vehicles mostly) with a short lifespan whose ordnance(s) make it release a bunch of damaging particles, probably something wich ignites/explodes while they touch the ground like normal grenades?
#2.- Air Carriers (work around): This concept is related to modeling but with some scripting as well, if I make a model with an empty space like a CR-20 Troop Carrier wich closes the door on take off, and then, I put all five access possitions inside the vehicle (like space remote turrets) so you need to enter and then all the remaining space for units; I thought about how some vehicles kill you if they keep pushing a unit (happened a few times), so I wonder if somehow one can make ODF of the same vehicle "independent" chunks to add more possitions, basically more seats even if they don't have any turret or additional weapon.
#3.- Ground Carriers: almost the same here but let's make an example with the AT-AT, what I wonder is, with proper modeling and animation scripting is it possible to add something like a take off so the AT-AT will be lowered with opened doors and raised on take off?
Thanks for your time.
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: A few things someone must have thought about before...
To be quick about it,
1) No.
2) No.
3) The animation's possible, but it wouldn't matter if you've got the same aims as with #2.
Be happy to explain in-depth if you really want it, but these have been discussed before.
1) No.
2) No.
3) The animation's possible, but it wouldn't matter if you've got the same aims as with #2.
Be happy to explain in-depth if you really want it, but these have been discussed before.
- vampire_lord
- Rebel Sergeant

- Posts: 216
- Joined: Thu Mar 20, 2008 7:02 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Mexico City
- Contact:
Re: A few things someone must have thought about before...
Well at least having more carrier capacity would be great, if there is no way to add extra seats I would like to know what are the exact circumstances to kill a unit while pushing it with a vehicle (boost on a bike looks like made to be that way), I don't know exactly if you said is not possible to add interiors to carrier vehicles and give them takeoff animations to close the doors, if that's possible only the killing collision would be a problem.
That's all, I can live with no cluster bombs, I am sure there are other ideas I don't know if anyone tried, but of course, I need to remember them.
That's all, I can live with no cluster bombs, I am sure there are other ideas I don't know if anyone tried, but of course, I need to remember them.
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: A few things someone must have thought about before...
Anytime a predefined "soldier" collision body runs into a "soldier" (a unit) at a fast enough speed, the unit will take damage/die. If something had a slow enough acceleration or a low enough max speed then it wouldn't necessarily kill a unit trapped inside.
- [RDH]Zerted
- Gametoast Staff

- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: A few things someone must have thought about before...
1) Yes, sort of. You can make a bomb that releases other bombs, but we have yet to figure out how to make those new bombs move in a different directions.
You take damage when you are hit at a certain speed by another object or the game detects that you are inside an object you shouldn't be (like in the middle of a wall or spawned into a vehicle object). A vehicle can push a player into a wall or into the vehicle itself.
You take damage when you are hit at a certain speed by another object or the game detects that you are inside an object you shouldn't be (like in the middle of a wall or spawned into a vehicle object). A vehicle can push a player into a wall or into the vehicle itself.
- vampire_lord
- Rebel Sergeant

- Posts: 216
- Joined: Thu Mar 20, 2008 7:02 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Mexico City
- Contact:
Re: A few things someone must have thought about before...
How about the maximum speed of an LAAT/i while you are inside? just to make an example, there is one with an open "uncollidable" interior, I think... that's for space combat speed at most.You take damage when you are hit at a certain speed by another object or the game detects that you are inside an object you shouldn't be (like in the middle of a wall or spawned into a vehicle object). A vehicle can push a player into a wall or into the vehicle itself.
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: A few things someone must have thought about before...
Really the only thing to do is try it at this point.
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
Re: A few things someone must have thought about before...
When'd we find out this? How do you do it?[RDH]Zerted wrote:1) Yes, sort of. You can make a bomb that releases other bombs, but we have yet to figure out how to make those new bombs move in a different directions.
You take damage when you are hit at a certain speed by another object or the game detects that you are inside an object you shouldn't be (like in the middle of a wall or spawned into a vehicle object). A vehicle can push a player into a wall or into the vehicle itself.
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: A few things someone must have thought about before...
1) is possible....it just looks terrible, you have to place the bomb rather than throw it, and it won't blow up till enemies get close so its basically a fancy mine....I can go into detail if you really want... 
- vampire_lord
- Rebel Sergeant

- Posts: 216
- Joined: Thu Mar 20, 2008 7:02 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Mexico City
- Contact:
Re: A few things someone must have thought about before...
Please continue, any rough idea will contribute...
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: A few things someone must have thought about before...
Basically its the deployable ball turret thing but with a weapon that fires weak grenades/shells all around it. Use dual ordnance, set the salvo count to something like 20, and make the secndary ordnance fire as the 20th shot. The second ordance will be something that is invisible and explodes instany, killing the turret. The salvodelay between each shot will be miniscule (like 0.01) so ythe whole thing is over in about 0.2 seconds.
Problems - need to scale the turret down or it looks like garbage.
- turret won't fire till enemies nearby - it turns into a mine, basically
- 'bomblets' get launched before turret explodes.
Problems - need to scale the turret down or it looks like garbage.
- turret won't fire till enemies nearby - it turns into a mine, basically
- 'bomblets' get launched before turret explodes.
- [RDH]Zerted
- Gametoast Staff

- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: A few things someone must have thought about before...
What I was talking about is a bit different from Skyhammer_216's way.trainmaster611 wrote:When'd we find out this? How do you do it?
Using a time bomb, when it explodes, create multiple new small time bomb entities at its last location. Now you have a bomb that 'releases' other bombs, or a self-replecating bomb. Its another lua based weapon. We've know how to do it ever since discovering teleporting, but I don't think it was ever tried before a few weeks ago.
The same idea was applied to spawn a time bomb on a unit when the unit spawned, and to spawn another unit when a player spawns. I think the reason for the trials was to create a sort-of jump pad: having a re-occuring bomb that pushed you in a certain direction. I saw a demo video of that working too.
Its been tested and works with the entities time bombs, units, and detpacks. I didn't do much testing on any other type of entity.
- vampire_lord
- Rebel Sergeant

- Posts: 216
- Joined: Thu Mar 20, 2008 7:02 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Mexico City
- Contact:
Re: A few things someone must have thought about before...
OK, a cluster bomb sounds possible with a short lifespan timebomb as first entity, my idea is for the other entities to be grenade objects, so they explode as soon as they touch the ground in the same way mortar launchers do with non-charged shots, or even with a little, almost non-existant lifespan, like just touching the ground and exploding in 0.01 second for example, I think that would make them spread properly on the ground; otherewise the only matter is to spread them in mid-air when the first entity releases them.
