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Author Topic: Idea list  (Read 17802 times)

Offline Dark-Zero

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Idea list
« on: August 23, 2009, 00:09:08 »
I have 2 Question

1- Is it possible to make a certain weapon fire in a 3 shot or more burst mode

2- Knowing The missle flight, It gets out of its launcher in a direction sometime opposed to the target then head toward it, is there a way you can make another weapon do the same?


Im tryign to use the Energy torpedo and make them some sort of laser missle launcher, I bet some of you must have watched any kind of space battle where missles pop out 1 after 1, emptying every tubes befor reloading, and see thsoe missles go in every direction aorund the ship and then after head toward the targetXD

Oh and come to think of it, A cooldown for a weapon, like, using a massive firepower weapon, but has a cooldown , so unable to be reused during that time  (Changed the Sig laser into a frontal all purpose Laser cannon)

Offline The Old Dragon

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« Reply #1 on: August 23, 2009, 09:59:09 »
Hi Dark-Zero,

With regards to 'burst fire', a machine was created to mimic this effect some effect some time ago. You can find it in the AFF demo.

As for missiles,  what you need to remember is that most weapons use a graphical effect for their shot which effectively draws a straight line between the weapon and the target, whereas missile based weapons actually use a shipclass, effectively creating a little strikecraft at the time of launch. So to get an energy torpedo to mimic it, you'd have to create an actual mesh similar in looks to an energy torpedo.

And the 'cooldown' period, erm... don't really know. Maybe increase the 'energyin' line in the tacticstypes and see if that makes it take longer to charge up?
Better to look the fool by asking, then prove them right with ignorance.

Offline Dark-Zero

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« Reply #2 on: August 23, 2009, 18:23:43 »
Thank you for the burst fire

I was affraid of that, i still tried because the actually graphical is NOT a straight line "noticable when fighting small ship" so i just tried my luck, unfortunatly, i never created a mesh, don't know how,and probably don't got wha tit takes to creat one, so il have to put that aside,Unless i jus ttry to use the Energy torpedo efx on the actuall missle,
Basicly, i don't care what the missle looks like right now, i just want it to travel like a missle and have a green line following in like the Energy torp
as for cooldown, i don't know why i asked that, guess i was brain dead

Offline Mularac

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« Reply #3 on: August 23, 2009, 18:32:12 »
I don't think that last thing's gonna work, as with missiles, the EFX IS the mesh :P

Offline Dark-Zero

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« Reply #4 on: August 23, 2009, 19:52:47 »
the missles still uses an engine, and that engine EFX can be changed
thing is if i modifie its engine, i beleive i also modifie the fighter's engines, if they all uses the boat engine that is

Offline Mularac

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« Reply #5 on: August 23, 2009, 20:09:02 »
well, yeah, but you can build a new engine for the missiles.

Offline Dark-Zero

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« Reply #6 on: August 24, 2009, 00:48:17 »
i can make an engine, thing is i don't know how to assign it to the missile

Offline Mularac

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« Reply #7 on: August 24, 2009, 05:05:06 »
simple. there's a line in the missile's shipclass that reads: "DefDevices # ;", where # is the number of the device assigned to the missile, in this case the engine. Same goes for fighters and commandos.

Offline Dark-Zero

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« Reply #8 on: October 24, 2009, 19:51:33 »
Hm, now what i trying to do is Make an Exact copy of the Seige laser, and mount it on a station, As well as make it rotate, and without the need of a formation,

The only problem i came across is, THe laser fire comes from inside the station very middle, and you don't see the cannon's model, everythign else works fine
I simply changed one of the sets of the station to the seige laser set, Anyone knows how to make the Laser Appears on the stations, liek any other weapon?

PS: thansk for the Engine , i gave up on my homing Laser idea, but it still could be useful

Offline The Old Dragon

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« Reply #9 on: October 24, 2009, 22:45:36 »
To add an actual siege laser, you'd need to edit the stations mesh.
An objects mesh can contain upto three different weapon classes,

1) Flak weapons.
2) Light/Heavy weapons.
3) Siege weapons.

What you could try doing is to create a new weapon based on class two weapons with the effects and damage ratings of class three.
Better to look the fool by asking, then prove them right with ignorance.

Offline Dark-Zero

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« Reply #10 on: October 24, 2009, 22:50:20 »
well dam, i didn;t tought it would be this comlicated, sounds like trouble for nothing
guess il do it the otherway

Offline AndrewN

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« Reply #11 on: November 19, 2009, 16:46:59 »
Theoretical question - is it possible to turn tactical Nexus into some kind of space RPG?) :)

Offline Arparso

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« Reply #12 on: November 19, 2009, 22:16:40 »
I'd say... yes, maybe.

- you could create different locations/missions the player may travel to
- you already got some rpg-like stats for your npcs and ship crews which you could exploit to have a stronger effect on battle performance
- you can track world-persistant data between missions/quests using universe-wide variables
- Nexus' dialogue system allows for scripted multiple-choice dialogs, which you could use to drive the story, start missions, trade equipment or to buy a better ship

Depending on what kind of RPG experience you're hoping for, it may be achievable. It certainly wouldn't be an easy task, though, and would need lots of flexible and imaginative scripting to bring the universe to life.

Offline AndrewN

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« Reply #13 on: November 20, 2009, 19:25:02 »
Nexus scripting looks like C++. I worked only with Lua, during my Homeworld 2 modding. More than that, I generally suck in scripting - when i started to mod HW2, I worked with models/textures.

Offline The Old Dragon

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« Reply #14 on: November 20, 2009, 20:57:42 »
If you're interested in learning then there's a "beginner's" tutorial here...

http://www.moddb.com/groups/the-nexii/downloads/nexustji-basics-tutorial3
Better to look the fool by asking, then prove them right with ignorance.

Offline Hades

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« Reply #15 on: November 21, 2009, 20:55:12 »
Quote
Theoretical question - is it possible to turn tactical Nexus into some kind of space RPG?) :)
I'd thought at this last summer, it would be great, a sort of open world with destination choice and everything, like mission which changes when one returns to the area already cleared for something else. But it should be terribly hard to script lol. I've barely time for me and scripting to make it.
(yeah I'm still alive ^^ But studies take my whole time :(...)

Offline Hades

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« Reply #16 on: November 21, 2009, 20:58:28 »
oops sorry, mistake with buttons.

Offline The Old Dragon

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« Reply #17 on: December 01, 2009, 23:31:30 »
So, out of curiosity and exploring the idea,  what would folks like to see in a "Nexus RPG" ?

For me, one of the biggest letdowns of Nexus was the... how shall I say... 'sterile' enviroments. I mean, ninety percent of the time there was just the player and the enemy with some damn fine scenery, the rest of the time, some allies showed up but that was it.  There were no real signs of life in the universe.

Your thoughts, folks?
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Offline Mularac

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« Reply #18 on: December 02, 2009, 09:36:32 »
Couldn't agree more. The story was too linear for me, and it was not because the engine limitations, the game could just as well be an open-ended rpg.