What kind of entities should we expect?

AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
edited November 2009 in NS2 General Discussion
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

  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    I would like to see a "gravity pendulum" to set gravity to another direction in a pretty easy way :P
    Oh and magnet stripes/gravity stripes.

    Some entitiy which keeps dropping blobs of DI.
    Oh and Forcefields would be nifty.

    Weldpoints you forgot ^^
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    * Swing-door like properties to any prop. That way there's a lot more freedom to what we can use the props for than just using the doors that open with an animation. Being able to set the pivot-point on the object as well as being able to set different velocities for opening and closing would be great. Could also make it possible to move an object with acceleration and deceleration and on any X,Y,Z length.
    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.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    func_rotating. you know, for the doors.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    Don't forget lava and vacuum!!! (obviously in a vacuum their's no air and everything will be silent except the sounds that get conducted through your pressure suit... i.e. play Dead Space lol)
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    I dont believe there will be water in NS2, at least in the beginning.

    Read it in an interview, I dont have the link though, sorry.
  • -Diesel--Diesel- Join Date: 2009-09-13 Member: 68769Members
    Yeah, when will those be released?
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