Cores for R5
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terrenblade
- Posts: 261
- Joined: Sun Aug 07, 2005 7:00 am
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ability to upgrade pods like you can upgrade ships, i don't think it works right now.
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interesting thing to do, in a ships information, add a "on death eject into" field where you can set what the player ejects into when their ship dies.
now, this could actually be something which doesn't have the "lifepod" flag set, so you kill their ship, they eject into another ship [with no o2 limit] (or a general faction lifepod, or a lifepod specific to that ship), so you could simulate blowing off part of the ship [system damage], say start off with a ship with 3 guns, it gets killed, you eject into a ship with 2 guns, and a similar model to the previous ship but with wings missing (this is just as an example), then when that gets killed, you eject into a pod, which could also eject into a pod when killed which would then die when killed.
would also need a flag to say whether to do the launch player spinning when ship is destroyed [like what happens now if your ship gets killed], or whether they stay where they are, maybe parameter to define how much force is in the sending you flying, i.e. how much spin and speed you get launched at (or whatever it is in code, force / speed etc)
...
interesting thing to do, in a ships information, add a "on death eject into" field where you can set what the player ejects into when their ship dies.
now, this could actually be something which doesn't have the "lifepod" flag set, so you kill their ship, they eject into another ship [with no o2 limit] (or a general faction lifepod, or a lifepod specific to that ship), so you could simulate blowing off part of the ship [system damage], say start off with a ship with 3 guns, it gets killed, you eject into a ship with 2 guns, and a similar model to the previous ship but with wings missing (this is just as an example), then when that gets killed, you eject into a pod, which could also eject into a pod when killed which would then die when killed.
would also need a flag to say whether to do the launch player spinning when ship is destroyed [like what happens now if your ship gets killed], or whether they stay where they are, maybe parameter to define how much force is in the sending you flying, i.e. how much spin and speed you get launched at (or whatever it is in code, force / speed etc)
Last edited by madpeople on Fri Oct 26, 2007 11:43 am, edited 1 time in total.
Overriden by.....madpeople wrote:QUOTE (madpeople @ Oct 26 2007, 12:40 PM) ability to upgrade pods like you can upgrade ships, i don't think it works right now.
Pod is a ship, like any other /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> , it just has the lifepod flag.
It can't be a 2 vector as it is supposed to represent pitch, yaw, and roll. I think the matrix is composed of 3 position vectors, effectively defining a plane the normal of which is the ship's perspective.Lykourgos wrote:QUOTE (Lykourgos @ Oct 25 2007, 04:01 PM) Is ship orientation really defined as a matrix and not a 2-vector? If so, why?
maybe.
Last edited by Adaven on Fri Oct 26, 2007 1:32 pm, edited 1 time in total.
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A single matrix can hold yaw, pitch, roll, position and scale of a 3d object.Lykourgos wrote:QUOTE (Lykourgos @ Oct 28 2007, 06:08 AM) Yaw and pitch are the 2-vector, aren't they? Phi and theta respectively in spherical coordinates? You're definitely right in that roll needs to be a third entry in the vector.
Yaw and pitch are the 2-vector, aren't they? Phi and theta respectively in spherical coordinates? You're definitely right in that roll needs to be a third entry in the vector.
Last edited by Lykourgos on Sun Oct 28, 2007 11:09 am, edited 1 time in total.
Strange, it should do. I will test this.Andon wrote:QUOTE (Andon @ Oct 26 2007, 12:36 PM) you can't upgrade them though. Because it doesn't actually get overridden.
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