Page 1 of 1

[RA]Building Husk

Posted: Sat Dec 08, 2012 2:27 pm
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:

Code: Select all

 
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.

Posted: Sat Dec 08, 2012 3:38 pm
by BaronOfStuff
Hmmm, not sure about this one.

It might make a brilliant extra for use in missions though

Posted: Sat Dec 08, 2012 7:08 pm
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.

Posted: Sat Dec 08, 2012 9:25 pm
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?

Posted: Thu Jan 24, 2013 5:16 pm
by Matt
If you want to experiment with the existing traits try:

Code: Select all

Health:
	RemoveOnDeath: false
as well as

Code: Select all

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

Code: Select all

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

Code: Select all

DeadBuildingState:
	LingerTime: 20

I love husks

Posted: Thu Jan 24, 2013 7:56 pm
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..

Posted: Fri Jan 25, 2013 9:16 am
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.

Posted: Sat Jan 26, 2013 1:41 pm
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...

Posted: Sat Jan 26, 2013 2:00 pm
by Matt
Yes, these are part of the tileset (have sandy background) and work as an infantry-only terrain.

Posted: Sat Jan 26, 2013 11:29 pm
by zypres1
Yeah, we also need more infantry-only terrain...
And some shp ones...

Posted: Sun Jan 27, 2013 2:17 pm
by Nyerguds
Those D2K ones can't really be used as husks though, seeing as they're all on sand background.

Posted: Fri Apr 19, 2013 10:11 am
by Matt

Posted: Thu Apr 25, 2013 6:36 pm
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....