Design things
Design things
Hi!
1. Possibility for animation to work only one time. In combination with the similar opportunity on the sound layer you can do a very interesting scene right at the start.
For example: you're falling down on the roof of smth; right at the start line the animation of the crumbling roof activates; plays the desired sound; and ta-da! You have a cool scene!
2. Activate animation through the tile. In combination with the previous opportunity it provides huge scope for creativity. Beginning from switching on the lamps, and up to large changes in the environment.
Already these two options are very cool for creative designer, but that is always can be much cooler!
3. And specially to supplement the two previous opportunity - cut-scene mode. For a complete cut-scene we need the tile which can hide HUD, chat and all sounds except the built-in map.
And a couple of notes:
• (1) Of course you can say that l can put the last point of my animation somethere in infinity but... nope! that's ain't cool :3
• (1) Selection of animation type can be implemented like this:
• (2) And yea-yea... l can use tp for all this things just like everyone do it. And again - that's ain't cool! That's the way to get rid of this crutch.
• (2) By default, this animation is unique to each player, however, in place of the button "Synchronize" in the original animation, will be "Global" button that will allow the animation be triggered at the same time for everyone. Of course, the global activation is limited by the teams.
• (3) You can get such an effect due to some manipulations of the console commands. Thus, you can either let the tile use console commands (which I think is not very good), or else it will be a tile, which uses all the necessary commands at once. In this case, the client should be kept all values set by player to be able to return everything to their seats.
• (will be updated)
1. Possibility for animation to work only one time. In combination with the similar opportunity on the sound layer you can do a very interesting scene right at the start.
For example: you're falling down on the roof of smth; right at the start line the animation of the crumbling roof activates; plays the desired sound; and ta-da! You have a cool scene!
2. Activate animation through the tile. In combination with the previous opportunity it provides huge scope for creativity. Beginning from switching on the lamps, and up to large changes in the environment.
Already these two options are very cool for creative designer, but that is always can be much cooler!
3. And specially to supplement the two previous opportunity - cut-scene mode. For a complete cut-scene we need the tile which can hide HUD, chat and all sounds except the built-in map.
And a couple of notes:
• (1) Of course you can say that l can put the last point of my animation somethere in infinity but... nope! that's ain't cool :3
• (1) Selection of animation type can be implemented like this:
• (2) And yea-yea... l can use tp for all this things just like everyone do it. And again - that's ain't cool! That's the way to get rid of this crutch.
• (2) By default, this animation is unique to each player, however, in place of the button "Synchronize" in the original animation, will be "Global" button that will allow the animation be triggered at the same time for everyone. Of course, the global activation is limited by the teams.
• (3) You can get such an effect due to some manipulations of the console commands. Thus, you can either let the tile use console commands (which I think is not very good), or else it will be a tile, which uses all the necessary commands at once. In this case, the client should be kept all values set by player to be able to return everything to their seats.
• (will be updated)
Last edited by Invisi on Sun Sep 18, 2016 1:34 pm, edited 5 times in total.
- timakro
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Re: Design things
I don't think we should implement further vanilla incompatible mapping stuff.
Re: Design things
Could you explain more concretely that it is among these things are "vanilla incompatible mapping stuff"? Because I really don't understand what it is about.
- timakro
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Re: Design things
Your requested features require a modification of the client. We don't have influence on the vanilla teeworlds client a lot of people are still using, so those features wouldn't work for them. I believe this was the main reason the sound features was used so rarely. Don't understand me wrong, I think your ideas are great but I'm in general against avoidable vanilla incompatibility changes.
Re: Design things
I understood, the question is closed.
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Re: Design things
I don't think this should be closed just because of my opinion, maybe there are other opinions or people who are willing to implement it.
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Re: Design things
Hey Invisi
It is a cool idea which would be hard to implement.
What you want to do isn't impossible, just rather tricky.
If you want to make an intro animation then you will need to make use of teleporters and the start line.
When the player crosses the start line all animations are reset, so start by teleporting the player to your animation right after they cross the start line.
Then either have them moving to another teleporter or make them activate a timer when entering your animation. (Put the timer on a laser puller which takes them into a teleporter when your animation is done)
Adding sound to your animation is a bit harder. You can make the sound play in a small area and teleport the player to that area when the sound needs to be played. (Again keep the tee moving or use timing switches to move them out again).
I don't know if sounds reset when crossing the start so this might only work with random sounds like explosions.
I can try make an example map to demonstrate this kinda animation if anyone is interested or if I haven't been clear enough.
It is a cool idea which would be hard to implement.
What you want to do isn't impossible, just rather tricky.
If you want to make an intro animation then you will need to make use of teleporters and the start line.
When the player crosses the start line all animations are reset, so start by teleporting the player to your animation right after they cross the start line.
Then either have them moving to another teleporter or make them activate a timer when entering your animation. (Put the timer on a laser puller which takes them into a teleporter when your animation is done)
Adding sound to your animation is a bit harder. You can make the sound play in a small area and teleport the player to that area when the sound needs to be played. (Again keep the tee moving or use timing switches to move them out again).
I don't know if sounds reset when crossing the start so this might only work with random sounds like explosions.
I can try make an example map to demonstrate this kinda animation if anyone is interested or if I haven't been clear enough.
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Re: Design things
Sounds are also affected by the playtime, (when loop is on), which means it also gets resetet when you pass the startline.
Where's your core message?
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