What kind of entities should we expect?
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Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
Here we have a list of entities I could see would come in handy for maps, but are not currently in the editor:<ul><li> Sound-emitters, supporting mp3 format at the very least</li><li> Breakable surfaces (vent grilles, windows etc)</li><li> Area namers, like "Computer Core", "Mess Hall" etc. Ideally free-form shaping like brush-based, but a point entity with radius could do.</li><li> No-infest area definers, for stuff you think would be strange if it was covered in infestation (energy shields, like in ns_tanith?).</li><li> Water</li><li> Elevators, which could also double as stuff in general that moves around on its own (or on command), like ex. a robotic arm sliding along a rail.</li><li> Sprites (or how else are we supposed to duplicate smoke.spr?)</li><li> Buttons</li></ul>I'm fairly sure like half of these are already made but not finished or something, but I just put everything in to be sure.
Comments
Oh and magnet stripes/gravity stripes.
Some entitiy which keeps dropping blobs of DI.
Oh and Forcefields would be nifty.
Weldpoints you forgot ^^
Also to let it be animated without input from a player (say an user creates a huge hammer for a refinery, he can then just import that and animate in the engine).
- Be able to set pivot point (outside the object as well)
- Deceleration and acceleration parameters
- 'Open', 'close', 'DI shutdown' (when DI spreads over the object in case the door stops functioning for example so it starts moving erratically before finally closing completely) and 'DI continue'.
- Moving it by pivot or X,Y,Z translation
* Way to trigger objects to react differently when there's DI on them. For example that huge hammer in the refinery stops animating once it spreads over it. Some realistic way to set a timer or %:age before it shuts down, so a huge hammer won't stop animating just because it's touching the base of its bounding-box.
Read it in an interview, I dont have the link though, sorry.