New "physics" driver
I think it should be split into two sections, an event generator for the physics (or even a zone object) object ie
and then the *new* event object
and the extra zone paramaeters
It leaves it open to do many things, and simple coding for inclusion of new features/event types, hopefully ending in moving parts in maps
Obviously it's simplified for effect, but sound in principle.
More thoughts, bases should be able to be an abstract attached to a pyhdrv , not just a primitive i.e
Code: Select all
physics
name RedZone
event RedText
end
Code: Select all
event
name RedText
[possible event consequences]
triggerWeapon weaponname
drawText 'watch the sw in the red zone'
end
Code: Select all
zone
name redZone
occupied [eventname]
unocupied [eventname]
onenter RedText
onleave LeftRed
end
Code: Select all
zone
name doorzone
size 1 1 1
onenter OpenDoor
onexit CloseDoor
end
event
name DoorOpen
z linear 0 10
end
event
name DoorClose
z linear 0.1 -10 # 0.1 makes the door move up a little before dropping
end
box
size 1 5 10
eventdrv DoorOpen
eventdrv DoorClose
end
More thoughts, bases should be able to be an abstract attached to a pyhdrv , not just a primitive i.e
Code: Select all
physics
name RedBase
redbase
end
mesh
blah
blah
blah
face
blah
blah
blah
phydrv redbase
endface
end
meshbox
blah
blah
phydrv redbase
end
- Spazzy McGee
- Sergeant Major
- Posts: 1405
- Joined: Mon Mar 21, 2005 4:59 pm
- Location: Planet MoFo, Sheffield Division; United Kingdom
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- Sergeant
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- Spazzy McGee
- Sergeant Major
- Posts: 1405
- Joined: Mon Mar 21, 2005 4:59 pm
- Location: Planet MoFo, Sheffield Division; United Kingdom
Well, you can host custom textures, why not wav files, have them attached to objects, like some running water attched to a river, a 'drip drip' in the sewers of city map etc etc...Spazzy Mcgee wrote:what would be cool would be to play in-game sounds onEvent. i.e. you enter the zone and you hear the opponent grab 'siren' sound.