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inspiration
Posted: Mon Jan 05, 2009 4:54 pm
by $oldier Of Ra
Hello everyone,
this is a call to anyone who would like to see new mods and anyone with some ideas!!
I've got much free time and I'm working on my server but I haven't got much inspiration lately.
I'm open for all kind of suggestions for mods etc. I'd like to keep it a bit realistic, unlame (and with an Airborne theme or association). Please avoid impossibilities (unless you're unsure in that case I'll make sure you know if it can done or not).
Anything from gametypes to the addition of objectives.
So tell me anything you'd like to see as a mod and I might translate it to a script

What I got so far:
- Teletriggers
- Paratriggers (realistic ones and ones using gravity)
- Some custom objectives (only omaha atm)
- Flyable planes (this is a standalone of elgan's server planes. I made some adjustments to it, like removing the instructions)
- C47 planes. These have 6 seats and people can jump out of this flying plane by clicking enter.
I'll spare you what I got of "technical" scripts.
I'm open for your suggestions

Posted: Mon Jan 05, 2009 5:42 pm
by Condor
An outline map where you can see, where other people hide. Keep in mind, that such a feature is convenient for large maps with few people only.

You could integrate this as a dynamic feature, for example: The map is only visible, if there are less than 6 people on the map etc. You could also divide the map like a chess board with 10 parts or so, and that parts, where people hide, are shown red, but you can't see there exact position.
I've already created one such mod for one of my maps, but the function is anchored and fit to the limits of the map etc. You could make such a thing, that works for all maps, as far as the level limits and a map is provided.
Posted: Mon Jan 05, 2009 5:55 pm
by Aprop
Well, maybe I'll need in my breaktrough mod real working parachute, with forced player anims... there are a lot of parachute anims in BT... maybe make player invisible, and spawn fake-player (actor entit) which play anims?
Real flyables planes - yes, its good idea for special big map... there is actually some servers with flyable planes, but those planes seems too small, they not fit too default map!
Long time ago i had idea to make map bomber, similiar to one from COD:United Offensive.. Certainly for MP.. Players respawn in allied bombers, can use dorsal turrets, main turret, etc... there are a lot of enemy stukas, player have to shoot'em.. I can make it, need onlyt bomber... If anyone can make allied bomber model from textured brushes, and send it to me i'll be very thankfull...
Actually i work on big coop map for BT.. more similair to SP maps..COD SP maps.
Posted: Mon Jan 05, 2009 6:04 pm
by neillomax
A universal glow skin mod so EVERYBODY is on equal terms.
Posted: Mon Jan 05, 2009 6:42 pm
by $oldier Of Ra
Hmm, I should have mentioned it needs to be
serverside.
I don't see how that radar could possibly be serverside? And I don't know how people are going to like the fact that other players can see their position. Even though it's not exact. But I like the idea of dividing big maps when there's a small amount of players.

I'm planning to use a lot of SP maps since the stock ones are getting a bit boring... and they are sometimes very big. Not to mention that some parts are bottlenecks and not fit to be played online
Nor this bomber would be serverside. It could be possible using stock things but it might look confusing.
This bomber idea, it seems like you are mentioning this for singleplayer? If you don't then it will be even harder to do.
It involves all vector and movement commands as well as maths. If you look at jv's skylimit, the flight script controls the flying and is 250kb big. Elgan has made a quite lite and good version of flyable planes, these are probably the ones you mean. I think their scale is currently 0.25 in elg's script.
I currently only have flyable planes on m4l0 because it's big and open enough.
You can execute AI animations on players, because they work for all sentients. But an AI doesn't look through a camera so the only catch is: it's not fps viewable. I have a lot of chutes, including the animated one from BT for AA

Posted: Mon Jan 05, 2009 8:47 pm
by Aprop
All what I make is for MP, i mean it looks like SP, but map can be only started as MP game... Axis disabled, only allies. Mp is only for special, eventual cases when you want storm the front with friend....but scripts can handle more players. There are a lot varaiables, eg level.aiwaitforplayer if 1, bot allies wait for player (players num?? %) until continue engaging enemy, if 0 ai dont wait for player, its something like cine mode, players can behold bot fight from spectators..
Well, about bomber... i thinks it quite easy. Some script_object brushes born planes with guns (eg:3), 30 cals, they're in BT. Animated pilot... ai on one gun, when use pressed he left gun and let player use it. In each plane allies resp, but map work like round based. Allies planes dont move, sky and ground have animated textures. There are world bounds limit, but we can spawn stukas with scale 0.1, next increase it to 1, then call followpath thread... what when death? We can let dead stuka still follow hes default path, use Vondercrunch bomber script with while in air destroyable planes, or make own scripts... Thats what it need, the script:
1. Script thread start, we have self with angle and origin
2. We spawn 10 info splinepath on front of self, they origins based on self.angle and self.origin... Every next path little down, because destroyed plane fall down... But scripts must take care abound world bounds, when path is out of world wont get spawned...
3.So we have new path on front of plane, get destroyed models, sound, flame/smoke.... when plane following path collide with allies plane or other stukas, both blow... simple, istouching.. stop strafing gunfire..
Well, thats all.. i need help in 2. point, can somebody show me how to make it?
Posted: Mon Jan 05, 2009 9:26 pm
by Salombo
Posted: Mon Jan 05, 2009 9:30 pm
by $oldier Of Ra
I actually wanted serverside ideas...
level.aiwaitforplayer? ...I have never heard of that before and neither does this forum nor the game module classes. AI does not work in MP, only with modified tiks to enable all animations. How do you intend to disable the axis? This really sounds like SP to me.
Sorry, I don't play BT and modding in there is hell.
1. Who's self? Where did self come from? You'll need a bit more than angle and origin to do this.
2. The engine doesn't care about the world bounds, you can spawn anything anywhere. Outside the map, inside the map. Doesn't matter. Looping trace is the only way to detect the ground since droptofloor is instant and like I said, depending on your map's design, trace as well as droptofloor can be buggy and inaccurate.
You make it seem so easy and say it's so easy... I wonder why you still need help? And I can assure you, that won't be the only thing you're going to need help with.
Okay, I'll help you do this thing, but hubris is not the path of success.
Cheers
Posted: Mon Jan 05, 2009 9:56 pm
by ViPER
neillomax wrote:A universal glow skin mod so EVERYBODY is on equal terms.
I seem to remember something that could be seen through walls - its fuzzy in my mind, can't remember lol. maybe a beam or something that could be spawned on players?
not my cup of tea - but would be a good mod for sci fi type heat scan mod.
Posted: Mon Jan 05, 2009 9:59 pm
by $oldier Of Ra
Yeah, on the crazymod server, on m1l2a (I think) they have funcbeams of the mohaa logo, these can be seen through walls and hills etc...
Posted: Mon Jan 05, 2009 10:15 pm
by Condor
Oh jesus, I love attached image files in forums where im not registered! Why hath the lorde givened us imageshack, praise the lord, the queen shall be belauded, god saveth the queen, thine is the kingdom, they mote recognize it, you wert the leader by thy blade and so on..
Posted: Tue Jan 06, 2009 5:56 am
by Aprop
$oldier Of Ra wrote:1. Who's self? Where did self come from? You'll need a bit more than angle and origin to do this.
Self is the plane... this is the problem, how to spawn new dead splineparth when plane died....path should be always spawned in front of plane, so all what we need is origin and angles, because we need only to know where is plane.
$oldier Of Ra wrote:evel.aiwaitforplayer
You always can set your variable, defined in level or by cvar.
$oldier Of Ra wrote:AI does not work in MP
I know...but for me work at all....
$oldier Of Ra wrote:2. The engine doesn't care about the world bounds
Well... i dont know why, but when i use noclip and reach outskirts of map, i get teleported to 0.0.0 point...the same when i fall too deep down....
Posted: Tue Jan 06, 2009 4:35 pm
by $oldier Of Ra
- Why would you want to continuously spawn paths while the bomber is flying, this doesn't make any sense??
- Yeah, but since you made up that var or cvar, it also means that you'll have to define everything what this var is supposed to do.
- Use jv's tiki's. But they might have some undesired effects.
- Why use noclip, use the spectators team, I'm able to go as far as I want with that. When I mess around with maps and fall through the floor, I keep falling till I disconnect. Are you still talking about BT, because if you're going to do this mod, I recommend you: do
not use BT! Use AA!
Check your pm's
