Turret/Weapon Request/Contribution Thread
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- Fleet Admiral
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It still looks a bit like a Covenant weapon, with the claw shaped barrel and all. That's why I thought "plasma".
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Possibly. It returns quickly because there's only four or five frames in the animation, so you're seeing it restart basically. Shout at DS, seeing as he made it.
I also appropriated the firing effect for the twin AC;
Ed: R. Arty and the two tacnuke redesigns;
Too similar?
Ed2: Updated with another firing anim with bigger flares.
I also appropriated the firing effect for the twin AC;
Ed: R. Arty and the two tacnuke redesigns;
Too similar?
Ed2: Updated with another firing anim with bigger flares.
Last edited by Arcalane on Thu Nov 13, 2008 2:34 pm, edited 1 time in total.
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They are quite similar, but I like that, because I want something that looks somewhat like the Repeating Arty, but has the tacnuke explosion.
Also, the plasma explosion with the shockwave rocks. Use that one.
Also, the plasma explosion with the shockwave rocks. Use that one.
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There will still be weapons that can't be turret mounted, and some that look better when using a 'dedicated' turret object, IMO.Kaelis wrote:Guys, remember that we will have turretsections soon. With those, turret-like weapons will be pointless. Better concentrate on making turret bases for turret sections and weapon sprites that fit those bases.
Dedicated sprites also allow us a lot of freedom in the firing effects area, where animations can involve details on the turret iself, and the entire thing comes together as one nicely designed piece, instead of an ugly-looking block with a pair of guns stuck on.
As it is, we have no real guns I can see that would fit for being put on a turret. Railguns, maybe, but that's it.
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The best way you could implement turretsections, IMO, is by having a boolean IsTurret option for rotsections. All it needs to do is point at the target like a regular weapon does. Then, I guess you'd need to implement a "launch arc" for all weapons.Arcalane wrote:There will still be weapons that can't be turret mounted, and some that look better when using a 'dedicated' turret object, IMO.Kaelis wrote:Guys, remember that we will have turretsections soon. With those, turret-like weapons will be pointless. Better concentrate on making turret bases for turret sections and weapon sprites that fit those bases.
Is there any particular reason why we wouldn't be able to mount certain weapons on turrets? Common sense doesn't count. (i.e. Demeter launchers on turretsections.)
Think of it this way; you get to focus more on the gun itself and less on the thing the gun is mounted on. You can leave making that interesting to the player.Dedicated sprites also allow us a lot of freedom in the firing effects area, where animations can involve details on the turret iself, and the entire thing comes together as one nicely designed piece, instead of an ugly-looking block with a pair of guns stuck on.
Torpedo launchers, missile launchers, beamers, shock beamers, megabeamers, mining beams, pulsars, drivers, repeaters, scatterbeams, and minimissiles seem to be good candidates to me, followed by a maybe for particle cannons and flash bolters.As it is, we have no real guns I can see that would fit for being put on a turret. Railguns, maybe, but that's it.
Last edited by Lord-General Thunder on Fri Nov 14, 2008 7:34 am, edited 1 time in total.
[img]http://i30.photobucket.com/albums/c348/DraTuicichNovae/BLANKcopy-6.jpg[/img]
Thats basically what i meant when i said "concentrate on making turret bases for turret sections and weapon sprites that fit those bases".Kanosint wrote:Kae, I was just thinking that... Maybe instead of making so many turrets, best to make single, turret-less cannons to stuff in turrets? Makes single fixed cannons also look better...
Uh, no. AFAIK all weapons will be compatible with turretsections.Arcalane wrote:There will still be weapons that can't be turret mounted
Huh? Elaborate?Arcalane wrote:and some that look better when using a 'dedicated' turret object, IMO.
What makes you think you can't do that with turretsections?Arcalane wrote:Dedicated sprites also allow us a lot of freedom in the firing effects area, where animations can involve details on the turret iself, and the entire thing comes together as one nicely designed piece, instead of an ugly-looking block with a pair of guns stuck on.
Well, you have weapon x/y scale, and youll have weapon depthing, transparncy (invisible weapons), and maybe even custom weapon sprites. All that coupled and you can make virtually any weapon look good with turretsections.Arcalane wrote:As it is, we have no real guns I can see that would fit for being put on a turret. Railguns, maybe, but that's it.
In the end, turret sections will be just rotsections that derive their angle from a certain turret (driver), instead of rotating themselves. You will be able to pick said driver for turretsection, possibly make it invisible/invincible/not actually shooting anything. Then you link all weapons you want turreted to said driver, which means they will shoot the same target/face the same target/shoot at the same time (with delays).
An idea I just had: A weapon/module who's projectile explodes into a 'persistent' area that intercepts incoming projectiles like point defense, allowing you to create a true "flak wall".
Also, how about a beam that naturally deflects like it's being Rorschach'd? Some kind of beam-whip. Not sure how possible it'd be to program that, though.
Also, how about a beam that naturally deflects like it's being Rorschach'd? Some kind of beam-whip. Not sure how possible it'd be to program that, though.
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2921][img]http://i30.photobucket.com/albums/c348/DraTuicichNovae/AESig.png[/img][/url]
I meant in terms of appearance. Some have "inbuilt" turrets; gatblasters, tachyons. Others just won't work, like Megatachs.Kaelis wrote:Uh, no. AFAIK all weapons will be compatible with turretsections.
Such as some of the turrets we have now.Kaelis wrote:Huh? Elaborate?
What, are we going to have thousands of instances of the same turret just for slightly different turret-based firing animations?Kaelis wrote:What makes you think you can't do that with turretsections?
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Anyway, stop derailing my goddamn topic!
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