[RA]Building Husk

Is it good idea ?

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Harisson
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[RA]Building Husk

Post by Harisson »

I want know, if it's good idea to make building husk.
What do you think about this ?

My idea:
Every building has own husk.
When building has no more lifepoints, then explode and create husk.
Husk stay for 4*(SizeOfBuildings*(1/3)) sec. Example:

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Power Plant 2x3 = 8 sec
Adv. Power Plant 3x3 = 12 sec
Rafinery 3x3+1 = 12 sec
You can "resurrect" your basic building with engineer, but building gets only 20% hp.
You can't "resurrect" your defense buildings, because tesla coil with engineers is really deadly combination.
Every husk has red dots, they are blinking colors like Waterpalleterotation and building has also flames at specific positions.
After a certain time husk again explode and then disappear.
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BH.png
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BaronOfStuff
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Post by BaronOfStuff »

Hmmm, not sure about this one.

It might make a brilliant extra for use in missions though

Matt
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Location: Germany

Post by Matt »

Reminds me of the game play mechanic from Generals. Makes sense to build engineers then and not using them for lame tactics only. I also like the artwork. With the current calculation they might vanish too soon as engineers train and move slowly.

Dragonlord
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Post by Dragonlord »

Perhaps you could make them loose HP over time instead of just vanish?
and if possible, death animations for buildings like in Ares for RA2?

Matt
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Post by Matt »

If you want to experiment with the existing traits try:

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Health:
	RemoveOnDeath: false
as well as

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Burns:
	Anim: 1
	Damage: 1
	Interval: 8
or

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LeavesHusk:
	HuskActor: YourNewSHPhere
and from the OpenRA.Mods.Cnc.dll

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DeadBuildingState:
	LingerTime: 20

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zypres1
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I love husks

Post by zypres1 »

Buildings husks would be nice, take over a place with destroid buildings, some you can repair, some not..


And we also want this https://github.com/OpenRA/OpenRA/issues/2613 fixed.
You can place crashed planes, and the solution here is to implement it into the tilesets I think..

Matt
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Post by Matt »

Not into tilesets as they come without background texture. Use them like regular SHP husks to support tooltips and other script fun. Upload them at http://content.open-ra.org/ so that mappers and modders can add them to their works.

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zypres1
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Post by zypres1 »

Your d2k mod got some excellent ones: Image


They are not shp husks?, but also works fine..
I think we also needs to think what is easiest for other to create...

Matt
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Post by Matt »

Yes, these are part of the tileset (have sandy background) and work as an infantry-only terrain.

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zypres1
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Post by zypres1 »

Yeah, we also need more infantry-only terrain...
And some shp ones...

Nyerguds
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Post by Nyerguds »

Those D2K ones can't really be used as husks though, seeing as they're all on sand background.

Matt
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Post by Matt »


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zypres1
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Post by zypres1 »

not sure what, but I noticed in 0413 that some of the buildings animations where really slick.. It just seemed stunning. Not sure if it was in cnc or what, but the place building animation was really nice....

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