| 02-24-2004, 07:29 AM | #1 |
I decided to post here since I'm not yet developing, but only coming up with concepts for my future game SWAT. The future game will not be based on the movie SWAT and not so much on the game either. Yes it will be similar to the game with scenarios, group missions, etc. But obviously the gameplay will be way different. Anyway, here I will show off :D a concept of a sniper I made today. This is how I plan for the sniper to use scope and all kinda neat things. Try it out, tell me what you think of the zoom scope and the rest. Once in game, research all abilities 1 level, there's 3 of them there, get them all, don't bother researching 2 levels of ability. Once in scope mode, you will zoom in to your sniper in 3rd person shooter, you will get more visibility of the area. You cannot move in scope mode, so put your hero on hold because when he moves he comes out of scope mode. To change zoom, press keys Up/Down = zoom in/zoom out, To change rotation of zoom press Right/Left Tell me what you think :D p.s. this is locked for reasons that I worked hard, even for 3 hours :P, but still. and I want to keep this idea until I make the game. But I'm sure u all crakaz will crack my map in no time oh yeah, and use red player, triggs are only written for him |
| 02-24-2004, 12:49 PM | #2 |
Well, for one, you should try to make the arrow keys holdable. Don't make it such that when you tap you turn five degrees. Make it a hold and release trigger. Those things aren't hard to make. Also, if you want to make a zoom and unzoom ability, so that the arrow keys look around in both two dimensions (up down left right). And I have no idea what zoom is for since either way you'll have to do an a+click to kill the unit lol (fine, it's probably going to be different, but either way you should explain the use of a scope). Either way, maybe with a few more clearer ideas this could turn into something (as in give me a few clearer ideas) |
| 02-24-2004, 02:42 PM | #3 |
I can't make the keys holdable... And yeah I know what you mean about the zoom. There's actually no need for it :P since you could see all units without zooming in, but I will try to make certain advantages. Well right now as you see, in scope mode you vision radius increases |
| 02-24-2004, 02:49 PM | #4 |
I made this along time ago for some one who was having trouble with hold keys. |
| 02-24-2004, 03:04 PM | #5 |
I have no use for your method since you are showing walking straight forward. And I don't want to use a lot of events that go "every .20 secs" I'm not sure how laggy game gets if I have more than 1 event like that |
| 02-24-2004, 03:15 PM | #6 |
The point is to show you how to make it hold button. |
| 02-24-2004, 05:01 PM | #7 |
On button pressed you turn 1 degree, then every X seconds you check if he is still holding, if he is (Btw, not whole seconds, of course, that would be stupid) then continue to turn. It would be pretty smooth. On button release, simply set the previously toggled boolean to false, and hey, what do you know, you got a hold-the-button system. Regards Dead-Inside |
| 02-24-2004, 07:32 PM | #8 |
While I have not played the map yet, if you are planning on letting the player choose when they can go in and out of scope mode, it's not going to work because fade-filters cannot be shown to only one player. |
| 02-24-2004, 08:24 PM | #9 |
yeah, Quell, :( I know, I'm not using fade filters. But I'm thinking of doing something else. Well, the player will still have to press a to attack and point into enemy, but I will think of some sort of advantage for the scope system, mainly has to do with visibility. The closer you scoping the more land infront of you is visible. I also had an idea today to do some sort of unit replacement. I might modify the rifleman model so that he's lying down with a rifle placed as if he's aiming, well that's just for realism of the whole thing. |
| 02-25-2004, 02:12 AM | #10 |
This is an update. I'm putting some meaning into sniper rifle by giving scope spot visibility. Took me quite some time to come up with this, had to rely on good old trigonometry(you know sins and cosines) but I did it. Tell me what you think folks |
| 02-25-2004, 03:47 PM | #11 |
Well I tried your newest map and well, it was less than par. Plus I can't figure out why you'd need trig at all. Looks like all you need is to lock camera to target sniper and apply a camera object and then set facing of camera equal to facing of sniper. You also need to set the units sight alot higher. I can only see maybe 400 units away if that, even when in sniper mode. I got waisted by the enemy because I couldn't see them untill they were right on top of me. Edit: You know what, I'll make you an outstanding sniper system. Why? Because I've got a half hour to kill. I'll post the map here in a bit. |
