Mvam: Looks Like It Can Be Done

Post ideas and suggestions on new features or improvements here.
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posted on September 2nd, 2005, 7:37 pm
There is one way to do MVAM quite well if one of you has 3DS max. You make it a SOD animation that plays when you click a button hence causing damage and it would be wise to make it so it cant be hit while its doing this. The only forseeable (ive not tryed this as I dont have 3ds max) problem is that you would have trouble getting weapons to fire from the right places at the right times.
posted on September 2nd, 2005, 9:26 pm
Yep, as far as i tested it hardpoints (the points of where weapons are fired) can not be animated. But I'm not sure with this one :)
posted on September 3rd, 2005, 12:33 pm
If you just animated the model and had fixed hardpoints in the places where the model would fly through then had them fire at certain times (when the parts of the ship are at that particular position or whatever) then it would be possible. right?
posted on September 3rd, 2005, 1:08 pm
of you manage to coordinate the fire that well, yep, i think so :)
posted on September 3rd, 2005, 1:35 pm
probably mean painstaking testing with all the reload times. some thing i would never have the patience for :sweatdrop:
posted on September 3rd, 2005, 2:58 pm
Last edited by Ozymandias on September 3rd, 2005, 2:59 pm, edited 1 time in total.
I actually just had another thought on the coordination problem. What if the way it worked was area of effect, so you have some sort of circular sprite with all the weapons on fireing at the right time into the center where the enemy ship would be. (kinda like the way the statis field sprite works, ie the sprite covers an area and has weapons apearing to strike the centre and the weapon just causes damage to the object in the center and displays the sprite, ohh and the weapon has to activate the SOD animation with the animateowner command).Could work. But i have ms3d not max so i cant play with it myself :(
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