fa3_c53_spoopy_swamp
Posted: Mon Sep 07, 2015 2:48 am
So this one didn't turn out so well. It looks like my talents are in scripting rather than mission making.
The general idea was to have the hunters both as light sources and as nigh invincible targets for the AI to shoot at, thus revealing their position. Unfortunately this was hampered by the fact that AI don't shoot their bullets at hunters, but only their UGLs and rockets.
If people are still interested in this concept I have a bunch of things that need to be done to this mission, but I might ditch it otherwise.
After dying in this mission I learned that it is actually possible to attach point lights to objects (by attach I really just mean fix the relative positions, they don't actually have to be touching). I think I can use this to effectively increase the light that a vehicle's front lights outputs or attach a spotlight to a helicopter (which the AI would be "persuaded" to not attack).
Things I might do if people are still interested:
1. Switch out the crates for bigger versions
2. Attach permanent lights to the crates.
3. Give every UGL user on our side flares. I might even be able to fix flares (although the effect might look a little weird) by using these point lights.
4. Increase ambient light
5. "convince" the AI to shoot at the hunters with weapons other than UGLs and rockets.
6. increase muzzle flash of enemies.
7. reduce AI count (a bad habit of mine is to put too many)
8. Give each FT access to a hunter instead of squad based.
In other news I now have an idea for an afterparty mission where little bird based rocketeers have to shoot at (differently) reinforced vehicles. Maybe the vehicles will even have rocketeers in them shooting back.
In other other news If any mission makers want some effect but don't want to take the time to try to script it themselves, I've gotten rather good with scripting all sorts of weird stuff.
The general idea was to have the hunters both as light sources and as nigh invincible targets for the AI to shoot at, thus revealing their position. Unfortunately this was hampered by the fact that AI don't shoot their bullets at hunters, but only their UGLs and rockets.
If people are still interested in this concept I have a bunch of things that need to be done to this mission, but I might ditch it otherwise.
After dying in this mission I learned that it is actually possible to attach point lights to objects (by attach I really just mean fix the relative positions, they don't actually have to be touching). I think I can use this to effectively increase the light that a vehicle's front lights outputs or attach a spotlight to a helicopter (which the AI would be "persuaded" to not attack).
Things I might do if people are still interested:
1. Switch out the crates for bigger versions
2. Attach permanent lights to the crates.
3. Give every UGL user on our side flares. I might even be able to fix flares (although the effect might look a little weird) by using these point lights.
4. Increase ambient light
5. "convince" the AI to shoot at the hunters with weapons other than UGLs and rockets.
6. increase muzzle flash of enemies.
7. reduce AI count (a bad habit of mine is to put too many)
8. Give each FT access to a hunter instead of squad based.
In other news I now have an idea for an afterparty mission where little bird based rocketeers have to shoot at (differently) reinforced vehicles. Maybe the vehicles will even have rocketeers in them shooting back.
In other other news If any mission makers want some effect but don't want to take the time to try to script it themselves, I've gotten rather good with scripting all sorts of weird stuff.