PrivateJoined: 1/12/2017(UTC) Posts: 23
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i need reference to work on such units look and tanks and so or at least unit names i will google by my self[:)]
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I'm working on the unit flowcharts (should have shield done tomorrow). You could also use http://mcu.wikia.com. It should have plenty of information. Although I think step one is to watch the films. Edited by user Friday, January 13, 2017 6:54:07 AM(UTC)
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PrivateJoined: 1/12/2017(UTC) Posts: 23
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i have watched a lot of movies i will try to see some good units to make i have discord account we can chat on it if you like
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MajorJoined: 3/27/2015(UTC) Posts: 490
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Can you provide the Discord channel? |
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I made a HYDRA flowchart.  Please remember, all these flowcharts are things to jump off of. We don't need to stick to them and they need adding to. |
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MajorJoined: 3/27/2015(UTC) Posts: 490
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ConYard Style-building eh? I have devised a way to do that(if you're willing to embrace the silly) for my upcoming 'Ideas Dump' mod. Edited by user Monday, January 16, 2017 1:29:27 PM(UTC)
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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My way of doing it (and I got it working (mostly)) was to add the dozer module to the CC (It let's you build within a certain area but if the building is too far away it won't build and you have to 'stop' it). How do you do it? Edited by user Monday, January 16, 2017 1:50:33 PM(UTC)
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MajorJoined: 3/27/2015(UTC) Posts: 490
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So. Really Long.
As a faction, one of the things it will spawn from is the StartingUnit. The StartingUnit is an omni-present dozer that can build ANYWHERE(given the space) in the map.
To make it so that you don't build anywhere, you don't actually build the building you build the scaffolding object, in which at completion, replaces itself with the actual building.
The scaffolding object comes with an auto-kill weapon on itself that triggers a unused DeathType(I used EXTRA_2), that spawns two objects, a refund money crate and an invisible unit that autodeletes after 500 milliseconds, long enough to capture the refund money crate.
I also made sure that the scaffolding object does not create rubble when killed through the DeathType.
Now, the buildings will provide a healing aura SPECIFICALLY only to the Scaffolding Object. I gave the scaffolding object an 'OBSTACLE' KindOf, and it's what buildings look for when preventing the auto-kill weapon.
The Area you can build on is temporarily(until I find more efficient way) indicated by a ParticleSystem, that draws a circle around the building.
Now, how do you select a omni-present dozer? Right now, I have it on the Command Center- it has button to select the dozer. I can easily put it on the Shortcut Buttons. Or, you can select it via the underused 'Idle Worker' button. And even put down a hotkey for it.
One major thing we need to prevent though is that PER PLAYER, there only needs to be ONE omni-present dozer. Which is highly unlikely due to the fact this object is only created at the start of the game on the faction you chose.
Creating a Command Center/ConYard does not spawn another one. Every building just requires a Command Center/ConYard. To make it even more "fair" I suggest the Command Center/ConYard be done via MCV deploying. Which needs a War Factory/vehicle production. You cannot build a Command Center/ConYard via omni-present dozer.
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 1 user thanked Zatsupachi for this useful post.
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Is that the same as this? |
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MajorJoined: 3/27/2015(UTC) Posts: 490
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I took a quick glance at it...
And oh wow. It's very similar-- save for the fact I like the DetoNato's utilization of a STATUS weapon-- since it reduces a good chunk of code compared to mine. |
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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For the SHIELD faction, I was thinking of having some drones that are slaves of a CC they'd be the 'dozer's and you could build more to build more things at once. A mix of the ConYard and Dozer build styles. |
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AdministratorJoined: 8/3/2003(UTC) Posts: 3,086  Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Originally Posted by: klingondragon  Reactions - Think this is a good or bad idea? Please tell me why, so I can improve it. I'm mostly just curious, but is there any reason in particular why this mod is being made in Generals? If I were making this mod, I would consider RA3 as the engine as it's a newer game with more modding potential and I think the default RA3 shaders would look good for something like this. |
CommieDog: Because someone has to do your dirty work for you |
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ColonelJoined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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Possibly because I think that the Generals series are more popular than RA 3 and C&C 3. And that it has a dozer concept. But, that's just me thinking out loud. |
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Why generals? Because I came up with the mod and it's the only game I know how to mod. That and the above 2 points. And because other people are also limited to generals. |
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PrivateJoined: 1/12/2017(UTC) Posts: 23
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Hello there in couple of days i was trying to learn gmax and its renx addon any way i was working on blender before we met so i think i can export models from blender as 3ds and import it to gmax and texture and how much polygon for units ? that i cannot answer right now and search for couple of hours for units to make! i rely need some on that ! and about discord cheanel it we be public or private? it well be ready in hours from now thanks for reading>
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MajorJoined: 3/27/2015(UTC) Posts: 490
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Performance-wise keep it under 10000 polys. Not too many sub-objects. |
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Still need to fully come up with a list of available units. We need to come up with a variety, else the game could get stale. |
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PrivateJoined: 1/12/2017(UTC) Posts: 23
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https://discord.gg/AzdmySE this is discord link join to chat ok
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ColonelJoined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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Originally Posted by: klingondragon  Still need to fully come up with a list of available units.
Ghost Rider's one. >=) |
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I was thinking we could have an upgrade which unlocks all the members of coalson's team. Similarly have upgrades which unlock units for the other teams. And I thought about giving hydra speaker towers which cause shield agents to defect if they get too close (not 100%, probably more like 20%). |
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