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Scripted features

Posted: 05 Mar 2007, 06:04
by Forboding Angel
Could you guys please figure out how to allow featyures to use scripts? THis would allow us to do some really neat kick ass stuff.

Posted: 05 Mar 2007, 07:00
by LordMatt
NEED C_A_P's WINDY TREES AND MOVING GASPLANTS! :lol:

Posted: 05 Mar 2007, 14:40
by smoth
LuaGAIA will fullly support on units that belong to the maps. We could even have little critters on the maps.

Posted: 05 Mar 2007, 16:08
by AF
Our trees could sway in the wind..... ... while they walka round eating units and spawning new trees... ... wheres aGorm when you need him..

Posted: 05 Mar 2007, 16:18
by Pxtl
Seems terribly wasteful of processor resources - features are already a much bigger load than they have any busienss being.

Perhaps allowing MD2-style animated parts would be better. I've always felt that parts should have a "frame" attribute, settable in script, that would allow for keyframed mesh animations. For features, I'd just define a fixed cycle. Then it's not a resource hog - most modern videocards can buffer keyframed mesh animations and run them internally.

Of course, that's a much larger feature request than simple scriptable features - but for the graphical needs of animated features (as opposed to gameplay-scripted features) I feel it's the best appraoch.