[RA]Building Husk

Is it good idea ?

Information and discussion for custom maps and mods.
Post Reply
User avatar
Harisson
Posts: 149
Joined: Sun Jan 13, 2008 10:03 pm

[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:

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.
Attachments
BH.png
BH.png (48.07 KiB) Viewed 10080 times

User avatar
BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

Hmmm, not sure about this one.

It might make a brilliant extra for use in missions though

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
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
Posts: 15
Joined: Fri Dec 07, 2012 10:17 pm
Location: Here.
Contact:

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
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post 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

User avatar
zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

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
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

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.

User avatar
zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

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
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

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

User avatar
zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

Post by zypres1 »

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

Nyerguds
Posts: 23
Joined: Tue Jun 26, 2012 2:48 pm
Contact:

Post by Nyerguds »

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

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »


User avatar
zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

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....

Post Reply