New "physics" driver

Make suggestions for improving one of the best games on the net!
styx
Private First Class
Private First Class
Posts: 392
Joined: Thu Dec 29, 2005 10:30 pm

Post by styx »

after all i have heard, it might be useful, and i am starting to use better objs in my maps.
"A fool and his money are soon elected" -- Will Rogers
User avatar
Teppic
Private First Class
Private First Class
Posts: 576
Joined: Mon Mar 07, 2005 10:00 pm
Location: The North Block

Post by Teppic »

I think it should be split into two sections, an event generator for the physics (or even a zone object) object ie

Code: Select all

physics
 name RedZone
 event RedText
end
and then the *new* event object

Code: Select all

event
name RedText
[possible event consequences]
 triggerWeapon weaponname
 drawText 'watch the sw in the red zone'
end
and the extra zone paramaeters

Code: Select all

zone
name redZone
 occupied [eventname]
 unocupied [eventname]
 onenter RedText
 onleave LeftRed
end
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

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
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 RedBase
 redbase
end
mesh
 blah
 blah
 blah
 face
  blah
  blah
  blah
  phydrv redbase
 endface
end

meshbox
 blah
 blah
 phydrv redbase
end
User avatar
Spazzy McGee
Sergeant Major
Sergeant Major
Posts: 1405
Joined: Mon Mar 21, 2005 4:59 pm
Location: Planet MoFo, Sheffield Division; United Kingdom

Post by Spazzy McGee »

whoa. totally agree with teppic's whole bit there.

i think that the devs were implementing something like this in 2.1.x.... but don't hold me to that, i don't know if it's true.
"Life is what happens to you while you're busy making other plans." - John Lennon
AlliedArmour
Sergeant
Sergeant
Posts: 831
Joined: Thu Jul 14, 2005 1:29 am

Post by AlliedArmour »

Nice way of working it - I hope this'll be implmented :)
User avatar
person1
Private First Class
Private First Class
Posts: 159
Joined: Wed Sep 14, 2005 3:44 am
Location: Omaha, Nebraska

Post by person1 »

that would be great reguarding the zone. Would be cool if you could target lock and fire a world weapon gm at someone as they entered a zone.
Image
Image
I not just any person, I am person1
User avatar
Spazzy McGee
Sergeant Major
Sergeant Major
Posts: 1405
Joined: Mon Mar 21, 2005 4:59 pm
Location: Planet MoFo, Sheffield Division; United Kingdom

Post by Spazzy McGee »

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.
"Life is what happens to you while you're busy making other plans." - John Lennon
User avatar
Teppic
Private First Class
Private First Class
Posts: 576
Joined: Mon Mar 07, 2005 10:00 pm
Location: The North Block

Post by Teppic »

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.
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...
styx
Private First Class
Private First Class
Posts: 392
Joined: Thu Dec 29, 2005 10:30 pm

Post by styx »

person1 wrote:that would be great reguarding the zone. Would be cool if you could target lock and fire a world weapon gm at someone as they entered a zone.
lol, good idea.
"A fool and his money are soon elected" -- Will Rogers
Post Reply