I've got a few ship ideas for you
1. Fighter-Should have 2 chainguns mounted on the wings no bombs.
2. Troop transport- Big ship that carries 2 heavy apcs to deploy troops.
3. Heavy Transport- Big ship that carries 1-2 tanks or artillery or something.
4. Command shuttle- Carries the important guys around and looks awesome with stealth capability?
Now we don't need bombers or random drop pods for soldiers because if the town rebels you should have to deploy your fighting force through ships.
My steam name is PeterAyrian, beta tests are usually around 6-8 pm GMT. I completely forgot to get those new pictures... damn. We were having and awesome time though, found loads of bugs, got loads of ideas, then I worked a load more on it once we finished. I'm amazed how fast the map comes along when I work on it almost solidly for a day or 2.
Anyway, for the ships, the main problem is the same problem with the tank:
I can't get weapons to work on them. The closest I have ever got to a working weapon embedded in a map is a rocket launcher turret, but although that could be deployed anywhere, once it was deployed it couldn't be moved and if the rockets hit the wall before they detonated then they just broke and didnt explode. Oh, and of course lasers work fine.
Stealth ships... *shudders*. I think I know a way it could work. Wait... Maybe not. Stealth ships are horrible things to make because you can't make pods go invisible, so they have to be fake pods, and that causes all sorts of other problems. What I could do is make a remote-controlled ship which can turn invisible, and then uncloak and deploy into a teleporter platform. Or maybe just decloak, drop a platform then cloak again and fly off, leaving the platform there.
Oh, and the engineering stuff... Yes, most/all that can be broken will be fixable. However, it wont always work as well. For example, after you eject the core, you will be able to replace it with a different one from one of the ground bases using a core-transport ship, but the second core will give something like half the power of the original.
It should give you problems like power surges, random power failments*, and lightning coming off of it if it isn't turned off once in a while.
*= not a real word.
[QUOTE=ShadowSand;14258697]
Oh, and the engineering stuff... Yes, most/all that can be broken will be fixable. However, it wont always work as well. For example, after you eject the core, you will be able to replace it with a different one from one of the ground bases using a core-transport ship, but the second core will give something like half the power of the original.[/QUOTE]
Now that is great to hear :) I really love the original, but wasn't a fan of having to reload the map after someone ejected the core to do most of the stuff the ship. However, this time around, would it be possible to completely shut down the ship in the event of the core going offline or whatever? Meaning, Lights go dark, alarms etc are disabled, certain doors/mechanisms are locked in their positions.
Understandably, that's a bit of work, but just adds to the feeling of the map. Another idea would be emergency reserve power, switching to a lower level light system and maintaining basic system, maybe with some sort of limited charge capacity through the core or external sources(like batteries for example).
Regardless, just random ideas I'm tossing out. Heres hoping the beta testing goes well, and the mapping goes smoothly.
And have the "emergency power" thing have the doors function too. So that if the core went offline because of a heavy attack, then people could evacuate still. It would suck being stuck in a part of the ship without being able to run from impending doom.
Ok, I'm going to run through the way power works at the moment very quickly, because I'm not sure I've actually posted it on this thread before.
The core generates 0.01 units of power per second (if it helps, imagine it as 100 units). This power is stored in a battery directly below the core, which holds a maximum of 1 unit (10000 units). Each system then drains power from the battery. The shield will drain 0.5 (5000) units as soon as it's turned on, then 0.01 (100) units each second - the same as the core generates. When the core ejection button is pressed, it takes one minute for the power system to 'disconnect', and the core stops generating power after this time and the ejection doors open. Once the doors are fully open, the core is ejected. During and after this time, the ship has to rely on the power stored in the battery. This means that you can either run the ship for quite a long time (at the moment the rest of the ship only takes 0.0005 (5) units per second), or run the shield for about 5-10 seconds or something. I haven't done the actual math, and I am still tweaking all the values, but that's the basic way it works at the moment.
[QUOTE=ShadowSand;14258697]Stealth ships... *shudders*. I think I know a way it could work. Wait... Maybe not. Stealth ships are horrible things to make because you can't make pods go invisible, so they have to be fake pods, and that causes all sorts of other problems. What I could do is make a remote-controlled ship which can turn invisible, and then uncloak and deploy into a teleporter platform. Or maybe just decloak, drop a platform then cloak again and fly off, leaving the platform there..[/QUOTE]
Couldn't the player just use the color tool ingame to make the pod invisible?
[QUOTE=Harpuia;14265791]Couldn't the player just use the color tool ingame to make the pod invisible?[/QUOTE]
In theory yes, but do you really want to be making the pod invisible every time you play?
I've been working on making the power system even better, and what I have so far is that every second the battery is holding less than 0.01 (100) units of power, it adds one to a 'youre in trouble' counter'. Each one added to that counter (up to 16) will shut down more and more systems until eventually the core itself fails and shuts down. Each second the power is above that level, it subtracts one from the coutner, but the systems won't turn themselves back on - the engineers have to do that.
Anyway, while I was working on this, I gave all the lights on the ship a name (so they can be turned off) and I was wandering which you guys think would take more power, a single lift or the lights of a space ship. To give you a better idea, there are about 350 lights, so I'm leaning towards them. However, they must have very efficient lightbulbs in the distant future, and the lift IS pretty fast... I'm not looking for specific numbers really, but at the moment I've got the lift taking 0.0001 (1) unit per second, and the lights taking double that.
ok ive asked for steam friend
and will you be able to turn on and off the lights?
Oh yeah, add elevator music to the tower elevator.
[QUOTE=Cheshire_cat;14270929]Oh yeah, add elevator music to the tower elevator.[/QUOTE]
Will Do!
Unfortunately, the whole switching on/off lights thing broke the source engine, so I've taken it out for now. I will take a look at it tomorrow, because I really want to get them turning off when the power goes off. However, here's a brief list of added stuff which does work:
A third tower. This one has an almost identical structure to the one in the base but with a few additions.
A new blast door on the entrance to the abandoned base/mines/tunnels (usually called tunnels now).
Working lift in the tunnels (once power is turned on)
Rounded two of the sides on the frigate wreck crater
Added anti-noclipping to the tunnels
Fixed the core eject (before you had to push it out the last little bit)
Numerous bug fixes and tweaks
Shadow I'll try to find a guide online for building in map weapons and I'll get back to you...I hope you have a beta on saturday because I'm getting home then and would love to see the map right now.
Love the progress i have seen so far. Great job and keep on going.
[QUOTE=ShadowSand;14265418]Ok, I'm going to run through the way power works at the moment very quickly, because I'm not sure I've actually posted it on this thread before.
The core generates 0.01 units of power per second (if it helps, imagine it as 100 units). This power is stored in a battery directly below the core, which holds a maximum of 1 unit (10000 units). Each system then drains power from the battery. The shield will drain 0.5 (5000) units as soon as it's turned on, then 0.01 (100) units each second - the same as the core generates. When the core ejection button is pressed, it takes one minute for the power system to 'disconnect', and the core stops generating power after this time and the ejection doors open. Once the doors are fully open, the core is ejected. During and after this time, the ship has to rely on the power stored in the battery. This means that you can either run the ship for quite a long time (at the moment the rest of the ship only takes 0.0005 (5) units per second), or run the shield for about 5-10 seconds or something. I haven't done the actual math, and I am still tweaking all the values, but that's the basic way it works at the moment.[/QUOTE]
Very Nice, sounds exactly like an actual system give or take. Gives alot more playability then a dead ship with no features like it was before when the core was ejected. Off on another tangent, would separate sections of the ship be "disableable"(not a word, i know) to conserve power? Im thinking that might bit more complex then useful though.
Ok, I wasn't going to post again tonight, but I just HAVE to say all this stuff....
1) I'm going to learn lua, so I will be able to convert most/all of the systems to that
2) LuaPineapple is going to show me how to get around the named-light error, so I can turn the lights on/off
3) Tomorrow I will mostly be working on making it look nicer rather than adding more functional stuff.
4) Me and Kaffo are planning a VERY large scale event for Saturday, but we need to check a couple of things before it's confirmed.
Hope it's not late Saturday...cuz aparently I have to go see Jersey Boys. :/ wish me luck
@Shadow:
1) You definitely should do that.
2)Lpine is back on the team?!?!?!?!?!?
3)read "1)"
4) If its confirmed can I help??
[offtopic] Wow, 5 posts in one page, thats a record for me(Yeh I know I've done it in other threads, but never more than 5 on one page). Can I make it bigger without random crap posts?? We'll find out next time on Posts by roo!
[QUOTE=rookieroo24;14280966]@Shadow:
1) You definitely should do that.
2)Lpine is back on the team?!?!?!?!?!?
3)read "1)"
4) If its confirmed can I help??
[offtopic] Wow, 5 posts in one page, thats a record for me(Yeh I know I've done it in other threads, but never more than 5 on one page). Can I make it bigger without random crap posts?? We'll find out next time on Posts by roo![/QUOTE]
That last bit made me laugh. When will the next episode be? [jk]
[QUOTE=ShadowSand;14278126]4) Me and Kaffo are planning a VERY large scale event for Saturday, but we need to check a couple of things before it's confirmed.[/QUOTE]
What would that be [img]http://www.rpgmmag.com/forums/images/smiles/question_emote.gif[/img]. Well, i'm interested.
Just a quick one before I get in some mapping before I have to go to college. If the event goes ahead, it will hopefully be all day Saturday, so it would be hard to miss. I'd rather not say any more though until I can talk to Kraven...
Okay, I didn't want to get everyone hopes up until it was confirmed, but Kraven has not only done that, he has also extended it! The original plan was to borrow one of his servers for the whole of saturday, and have it running my maps non stop. Specifically, it would be running beta versions of maps I never released, including the latest beta of PFv2. He has agreed to let us use a 32-man server, but rather than just saturday, we will have it for a whole week, starting Friday evening!
His only condition is that the name includes 'GmodWorld.com', which is the homepage of his project, so it's fair enough. If enough people play, he will also extend the time we have it for, so feel free to invite everyone you know! However, I do ask that if you do play on it, you do at least visit his website, see what he's doing and consider donating, not just for the Companion, but also for the servers and webspace he's allowing Planetfall to use. It's not a requirement or anything, if nothing else, EVERYONE should be interested in something which reduces gmod load times drastically...
So, I will give you more information once we decide on details. The maps which we will be playing will be uploaded, and I will drop off a URL so you can all get them without having to wait for Gmod to download them for you.
That is fantastic (i kinda expected something like this). I will defiantly check it out. So i guess i'll see you Friday eve ;).
Ok, we have worked out more details of the event, including a name which only makes partial sense but sounds good, and the maps which we are likely to play on. The information is on the website:
[url]www.planetfallrp.com[/url]
Oh, and the main parts of this event will probably be on Friday and Saturday. I would appreciate it if you post on here, just saying if/when you are likely to be able to play on those two days.
[b]Edit:[/b]
Apparently the webserver will be having a few problems during the next few days so if you get an error when you go there, just wait a couple of seconds and try again, then it should work.
Is it all going to be RP or just normal build and see for your self?
Considering how long we have the server for at minimum, it will probably be a mix depending on what the people currently playing want. I would suggest that we have the earlier games on sandbox just to get people used to the maps and do more stuff later on, but it really is up to all of you. Having said that, if you want any mod or script in particular, now is the time to ask because I start uploading them to the server tomorrow evening.
Dude! Post this on the TPOB forum! The clan members would love it, as not all of us were beta testing with you :)
I posted on the TPOB forums with pictures and linking to the site with info on the event.
[QUOTE=ShadowSand;14299571]Considering how long we have the server for at minimum, it will probably be a mix depending on what the people currently playing want. I would suggest that we have the earlier games on sandbox just to get people used to the maps and do more stuff later on, but it really is up to all of you. Having said that, if you want any mod or script in particular, now is the time to ask because I start uploading them to the server tomorrow evening.[/QUOTE]
Remove all weapons packs and upload the realistic CSS weapons.
Ok so on saturday, turns out I dont have any college work (USA terms shadow, university to you I think...). So I can play from 6 in the morning to 12:00 at night....
Appearantly roo couldn't make it 5 posts in one page. Can he next time? Find out on Post By Roo!!Anyone think I should make a thread of this little story?
More breakables?!
[quote=nardix]Remove all weapons packs and upload the realistic CSS weapons.[/quote]
Will do.
[quote=rookieroo24]Ok so on saturday, turns out I dont have any college work (USA terms shadow, university to you I think...). So I can play from 6 in the morning to 12:00 at night....[/quote]
Excellent, you're the second confirmed person I have since no one seems to be saying...
[quote=kairo]More breakables?! [/quote]
No. I have said why many times before, and I will not repeat myself AGAIN.
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