Author Topic: Map Objects  (Read 4715 times)

whitebear

  • Posts: 659
  • Turrets: +35/-20
Map Objects
« on: April 04, 2007, 02:00:41 pm »
Currently we got full set of structures for both teams but there are no natural objects.
What I mean is that it would be great to have things like boxes of difrent sizes brakeable or not that could be added with layout editing mode (!layout build smallcrate ?) or mapper to add them.
so basicly third team wich you can't join with structures to create barricades and mibie minor offencive structures (abandoned base with lethal sucurity system left online?).
As for using in layout editing mode difrent kinds of additional road blockers or offencive structures here and there could even change whole game play of atcs nice and clean.
some objects I had in mind
    small box (turret height as cube)
    medium box (armory height as cube)
    large box (reactor height as cube)
    turret (difrent model/texture to avoid confusion)
    celling turret
    telsa (smaller model since human one is too big)
    celling telsa

there could be second set of boxes that would be static so you could build on them

Caveman

  • Guest
Map Objects
« Reply #1 on: April 04, 2007, 03:20:22 pm »
veto, no one sided offensive structures.

Shadowgandor

  • Posts: 826
  • Turrets: +61/-66
Map Objects
« Reply #2 on: April 04, 2007, 03:32:12 pm »
he didn't say that the turrets wouldn't hit humans, though it wouldn't matter anyway, a rifle could kill a human base lol

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Map Objects
« Reply #3 on: April 05, 2007, 12:20:13 am »
A rifle would probably run out of ammo on the fourth turret.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Map Objects
« Reply #4 on: April 05, 2007, 12:25:26 am »
boo.
U R A Q T

TriedtoDestroyMetal

  • Posts: 123
  • Turrets: +0/-1
Map Objects
« Reply #5 on: April 05, 2007, 01:04:50 am »
Breakable glass! Breakable glass!

Or even a forcefield that let's bullets through but not players... neat.
img]http://image.listen.com/img/356x237/7/1/0/4/504017_356x237.jpg[/img]

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Map Objects
« Reply #6 on: April 05, 2007, 01:08:35 am »
called playerclip....what about one that lets players through but not weapons? weapon clip
U R A Q T

benmachine

  • Posts: 915
  • Turrets: +99/-76
    • ben's machinery
Re: Map Objects
« Reply #7 on: April 05, 2007, 09:45:38 pm »
Quote from: "whitebear"
    celling turret
    celling telsa




^_^

(no this isn't really relevant. But I couldn't resist the opportunity to post it)
benmachine

whitebear

  • Posts: 659
  • Turrets: +35/-20
Map Objects
« Reply #8 on: April 06, 2007, 09:11:11 am »
Wow! You can use layout commands on alien side to do that? Cool! ^^

benmachine

  • Posts: 915
  • Turrets: +99/-76
    • ben's machinery
Map Objects
« Reply #9 on: April 06, 2007, 01:37:06 pm »
Quote from: "whitebear"
Wow! You can use layout commands on alien side to do that? Cool! ^^

I'm pretty sure you can't, I did that with some heavy modding and a ckit. It isn't hard, though. All you do is put something like if( g_layoutEdit.integer) return qtrue; at the top of BG_FindInvertTestForBuildable. Not sure how well that'd work with only a server-side mod, mind.
benmachine