Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Breakable walls

Author
Message
Torrey
14
Years of Service
User Offline
Joined: 20th Aug 2004
Location: New Jersey
Posted: 25th Oct 2004 14:25
I have this idea boiling in my mind right now about a design of one of the levels I'll create with FPSC. The idea is regular looking walls break apart after being shot a few times. I guess this would be controlled by a script?

It would be a lot of fun to completely destroy a level and sneak attack enemy bots. It's my MGS mentality.
Osiris
14
Years of Service
User Offline
Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 25th Oct 2004 15:00
like in red faction do it w/ some rocket launchers thats would be nice!

anyone can be a hero, but a soldier can be a hero five minuets longer....
Mx5 kris
14
Years of Service
User Offline
Joined: 9th Oct 2004
Location:
Posted: 25th Oct 2004 15:08
from the sounds of what rich has told us, you could probably do that...not sure... I would love to....hehe I could make you in a space station, and then you destroy a wall and BOOM!!!! You die!!! HAHAHAHAHAHAHAH!!!!

Ummm....is db good....
Torrey
14
Years of Service
User Offline
Joined: 20th Aug 2004
Location: New Jersey
Posted: 25th Oct 2004 15:21
If this is possible, it also might be possible to place a trigger event on that wall you're destroying, so it could have after effects. For example, maybe there is pipes and wires in the walls. It would toss out sparks and steam. And if the enemy ai was stupid enough to try and pass through and attack you, he'd receive damage.

Soon these bots will be tortured in my hell! muahahaha.
Mx5 kris
14
Years of Service
User Offline
Joined: 9th Oct 2004
Location:
Posted: 25th Oct 2004 15:24
Mine is worse, you float in space near jupiter, where its gravity gives you so intense damage you die, even if you have a space suit!!!!MUHAHAHAHHAHAH!!!

Ummm....is db good....
Torrey
14
Years of Service
User Offline
Joined: 20th Aug 2004
Location: New Jersey
Posted: 25th Oct 2004 15:34
Quote: "Mine is worse, you float in space near jupiter, where its gravity gives you so intense damage you die, even if you have a space suit!!!!MUHAHAHAHHAHAH!!!"


I don't think that's within the limits of FPSC.
The Videogameaholic
14
Years of Service
User Offline
Joined: 20th Jul 2004
Location: Blackfield Asylum
Posted: 25th Oct 2004 18:06
In the video, he shoots out some windows and walks through. I would assume it would be just as easy to do the same thing to a portion of wall.

RMPVG (Real Men Play Video Games)
RickV
TGC Development Director
18
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 25th Oct 2004 19:04
You can do this - you simply use an entity wall (a wall that looks just like the static walls). You can then blast it apart to reveal a secret room etc.

Rick

Commercial Director
Dark Basic Team
[Read "The POWER of NOW by Eckhart Tolle". There is no past or future, only NOW!]
PowerSoft
14
Years of Service
User Offline
Joined: 10th Oct 2004
Location: United Kingdom
Posted: 25th Oct 2004 22:22
What!


RickV is in the house? omg!


Hi that sounds very promising and a good idea.
Can you fire an enemy through a wall?


Create? Play? YOU Decide
Peter H
15
Years of Service
User Offline
Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 25th Oct 2004 22:41
who is rickv?? ANOTHER dev?????

anyway sounds great

"We make the worst games in the universe."

PowerSoft
14
Years of Service
User Offline
Joined: 10th Oct 2004
Location: United Kingdom
Posted: 25th Oct 2004 23:15
Quote: "Commercial Director
Dark Basic Team
[Read "The POWER of NOW by Eckhart Tolle". There is no past or future, only NOW!]"



Create? Play? YOU Decide
IanM
Retired Moderator
16
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 26th Oct 2004 02:06
You *can* do that, but from what I saw, you should probably restrict the number of walls that you do it with.

The speed of the engine is all down to a portal-type system determining what you can see at each point. Anything beyond a potential portal (doors, windows or destroyable walls) will be calculated and drawn even if you can't see through that portal all of the time.

*** Coming soon - Network Plug-in - Check my site for info ***
For free Plug-ins, source and the Interface library for Visual C++ 6, .NET and now for Dev-C++ http://www.matrix1.demon.co.uk
PowerSoft
14
Years of Service
User Offline
Joined: 10th Oct 2004
Location: United Kingdom
Posted: 26th Oct 2004 16:15
yes. i must say that that system is getting to be very useful....

Any chance of the concept behind this so we can try and do the same?


Create? Play? YOU Decide
IanM
Retired Moderator
16
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 26th Oct 2004 22:07 Edited at: 26th Oct 2004 22:07
Lee told us that the ability to generate portal visibility type systems will be released into the Basic3D DLL at some point in the future. He doesn't want to do it right now, until the command set he uses has settled down.

*** Coming soon - Network Plug-in - Check my site for info ***
For free Plug-ins, source and the Interface library for Visual C++ 6, .NET and now for Dev-C++ http://www.matrix1.demon.co.uk
Torrey
14
Years of Service
User Offline
Joined: 20th Aug 2004
Location: New Jersey
Posted: 26th Oct 2004 22:41
That sounds like something to really look forward to in the future!

I'm not so worried about pushing the limits of the engine. It'll be fun to see how much we can toss in to a game to make it more entertaining.

Login to post a reply

Server time is: 2019-03-22 07:17:57
Your offset time is: 2019-03-22 07:17:57