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Armageddon1212

Joined: 10 July 2004
Posts: 142
04 January 2005 01:06 (UK time)

You should make it so you dont just ride in the helicopters. You should be able to drive it and there would be a yellow arrow pointing in the direction of your destination.


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fuzinavl
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Joined: 06 October 2004
Posts: 287
04 January 2005 01:47 (UK time)

you can drive helicopters if the level supports it.
Edge-of-screen arrows would be good to show target destinations if that's your piloting mission objective.

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40oz
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Joined: 03 January 2004
Posts: 1799
04 January 2005 23:04 (UK time)

Helicopters can definetly be flown if you make a map. Maybe we could have mission aroows, like when a message trigger tells you to go somewhere, the arrow points the direction you need to go to. That way you don't have to appear like a new recruit and be totally clueless and need to be escorted everywhere.
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IMYSC2000T

Joined: 17 October 2004
Posts: 237
05 January 2005 01:56 (UK time)

This gives me an idea.... How about entire levels played with vehicles, perhaps over water, where you have to use an aircraft/helicopter/whatever to destroy evemy ships to advance to the next level? I say all water because the purpose of the level will be more clear that way, and also you wouldn't be able to drop the player off anywhere because there would be no land, and that would probably be better 'cuz the mood of the all-water level would be ruined if you could drop the player on a small piece of land. There should be no break from the all "over-water" action.... Heh that takes me back to Total Annihilation again...! :p

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40oz
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Joined: 03 January 2004
Posts: 1799
05 January 2005 03:24 (UK time)

Yah that sounds pretty cool, but you can make tiny islands or a small part of a beach on the corner of the map where you can but huge tanks and some Cannon Turrets. Make sure there are no weapons better than the hand gun though. (obviously)
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Edited: 05 January 2005 03:25


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Dave Man

Joined: 19 October 2003
Posts: 374
05 January 2005 13:34 (UK time)

How about having to collect certain mission objective icons to complete a level. Place the tokens in specific parts of the map and have an arrow point to the closest one. I tried to impliment this in the beta version of The City mod for M1 (now cuurently being made for M2) but I couldn't get the desired effect without the arrows.

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
11 January 2005 03:13 (UK time)

That's a good idea too but that would probably work better in a solid terrain map, as opposed to water. For the water map I was thinking something like 100% (or 99%) water and the player has nothing more powerful that the pistol as PaperCut said, and the map would be filled with all kinds'a enemy boats, ships, hovercraft, etc...., and your job would be to seek-and-destroy. Well, not so much seek, but more destroy. Hehehe...! >D

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Zable Fahr

Joined: 04 November 2004
Posts: 74
16 January 2005 23:37 (UK time)

Not the best solution to the arrow problem, but let's say you have an area that you want the player to reach. Just draw a sector in the shape of the letter "X" or something, and make it a bright color as well as a roof sector. Make it large enough so that it shows up on the minimap. Then make another sector surrounding that X that is the same texture as the floor (so that you can't see it), and create a trigger for that sector that hides the X.

The desired result is that if the player opens up the minimap, there will be a bright X marking some location, so the player knows where to go. Once the player approaches the location, the X disappears.

P.S. I did make a water level where you have to get around using a speedboat. What you should probably do first is create a much tougher water unit for the player to use, since given the speedboat's large size, slow acceleration, and weak armor, just about any threat larger than a Pistol Trooper is probably going to hurt. A lot. I have to say, though, that riding around in a speedboat (which has a nice max speed) is pretty fun :-)

Edited: 16 January 2005 23:43


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IMYSC2000T

Joined: 17 October 2004
Posts: 237
17 January 2005 01:23 (UK time)

Agreed...! :)

Also, I like your suggestion for the "X" trick.... That sounds easy enough to make and should work fine.... With a little bit of scripting you could make very nice "objective-based" missions incorporating the use of that.... Nice idea....

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40oz
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Joined: 03 January 2004
Posts: 1799
19 January 2005 02:55 (UK time)

Zable Fahr seems to always have complicated yet really effective solutions to almost any problem... Good Job Zable Fahr!
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IMYSC2000T

Joined: 17 October 2004
Posts: 237
19 January 2005 19:47 (UK time)

Heh yeah; well actually that "X" idea's not really even that complicated, but it does sounds effective....

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40oz
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Joined: 03 January 2004
Posts: 1799
21 January 2005 01:59 (UK time)

true, though his other solutions are hard to understand, and sound pretty dumb as if it wont work, but when they work, he appears to be (or is) a genius!
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IMYSC2000T

Joined: 17 October 2004
Posts: 237
25 January 2005 09:44 (UK time)

LOL! "He appearsto be genius"! Ahahhahahahaa! "But we'll need to do more testing to confirm it...!" ;P :p :D ;D Heh!!!!

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Zable Fahr

Joined: 04 November 2004
Posts: 74
25 January 2005 17:17 (UK time)

Heh, thanks guys--I think... :-)

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