Quote
Originally posted by Mantaray:
**Not setting an explosion type on your ships. Now, your ships won't explode when they die, and they'll just sit there. You won't be able to select them, though. This is useful if you want a big battle and/or you're not feeling particularly violent. You would have to be careful if you want a mix of exploding and non-exploding ships, though.
**
That is a good idea, and fits into one of my other ideas I have been working on... iSteal. If you must know, I am making custom asteroid types to be ship debris, having the larger asteroids be actual pieces of ships, and then, as you destroy them, they break into smaller components. It is incredibly useful for a mission I have in mind for my Gundam plugin, in the Sea of Solomon... Actually one of my potential starting missions. You start with a Spacesuit instead of a ship, with little accelleration, little turning, and little speed. They will be given several different missions to board special ships, which will be rendered as pieces of crap, but less so than the debris floating about in the system. Some of these will be duds, where boarding them only gives an error message of sorts. Others will actually work, allowing the player to effectively choose a starting suit or ship (OnShipDone, change ship to whatever suit/ship was chosen). It will be pretty much crap, but still work, until you get the ship to a friendly spaceport, where the mission will be completed. This will allow the player to repair the ship, for a cost, most likely by working for the shipyard, or for the government, as you will start with very little money.
There will, in the starting mission, also be an actual ship that flies into the system after a few dud ships were boarded, using a counter, who the player can hail to get into a different string... Ah, the possibilities...
Masamune, that short range PD weapon idea would be a good way to finally get the AI to use Beam Sabers... However, I've found that handheld weapons like that are that look really terrible, unfortunately... Ah, but to have weapon animations... Or, at the least, have that flag in the weapons resource to trigger the ship's unfolding animation, instead of it always used for every weapon... sighs
Okay, I'm going to find a really good way to simulate weapon animations...
Anyways, my primary goal in plugins isn't perfect realism, a la Sephil Saga, but rather, appropriate atmosphere, and realism in relation to the setting. This isn't hard with Gundam, because the Minovsky physics which allow the majority of stretches taken in Gundam are quite clearly documented.
~ SpacePirate
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Eat blazing electric death!
(This message has been edited by SpacePirate (edited 01-11-2004).)