04.05.2006, 10:44:42
Yeah, 1.08 isn't even ready and I'm already thinking forward
But I have something in mind that I wouldn't get done for 1.08, which really should be released soon due to TFD (The First Decade)...
I'll of course try to do what I didn't manage to do for 1.08: custom MissileTypes.
The tags are already read, I "just have to do the coding".
But I noticed that messing with a Locomotor can have strange results...
Anyway, for 1.09, I'm planning something that would finish up all the SuperWeapon clone problems.
I call it "RockScript", and it would look similar to the ScriptTypes we find in ai(md).ini.
This is what my little concept document says:
You might think I've gone totally insane now, well, I am
It'd be going to be a real challenge to make it all work, but the basics are really simple actually.
Assuming I'll be doing that, you people got, well, endless possibilites to create a SuperWeapon
Oh, and before you begin waiting for this:
THIS IS JUST AN IDEA, I'm not 100% sure yet whether I'm going to start over this at all.
But I have something in mind that I wouldn't get done for 1.08, which really should be released soon due to TFD (The First Decade)...
I'll of course try to do what I didn't manage to do for 1.08: custom MissileTypes.
The tags are already read, I "just have to do the coding".
But I noticed that messing with a Locomotor can have strange results...
Anyway, for 1.09, I'm planning something that would finish up all the SuperWeapon clone problems.
I call it "RockScript", and it would look similar to the ScriptTypes we find in ai(md).ini.
This is what my little concept document says:
I Wrote:RockScript
==========
-----------------------------------------------------------
FORMAT: #=[COMMAND],[WAITFRAMES],[ARGUMENTS]
# = whatever, numbering would be a good idea
[COMMAND] = command number (there'd be an editor for this)
[WAITFRAMES] = how many frames to wait to go on to the next command
for Animations, this will be Percentage!
[ARGUMENTS] = every command needs different ones
-----------------------------------------------------------
=== COMMANDS ===
ID Name Argument 1 2
-----------------------------------------------------------------
00 Animation AnimationType
01 WarheadImpact WarheadType Damage
for testing, those 2 will be MORE than enough...
more'd come later
=================
Example:
[RSIonCannon]
0=0,0,RING1
1=0,0,IONBEAM
2=1,0,IonWH,2000
[RockScriptTypes]
0=RSIonCannon
[IonCannonSpecial]
...
Type=RockScript
RScript=RSIonCannon
You might think I've gone totally insane now, well, I am
It'd be going to be a real challenge to make it all work, but the basics are really simple actually.
Assuming I'll be doing that, you people got, well, endless possibilites to create a SuperWeapon
Oh, and before you begin waiting for this:
THIS IS JUST AN IDEA, I'm not 100% sure yet whether I'm going to start over this at all.