Home » MODDING HQ 1.13 » v1.13 Feature Requests » What features do YOU want?
What features do YOU want?[message #241843]
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Thu, 14 January 2010 23:58
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Sincleanser |
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Messages:60
Registered:November 2009 Location: Houston |
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Latest Update - 2-10-2010
This post will have just about every request mentioned in the thread with a small discussion following it. Before you post a request, feel free to check out this list first to see if someone else has mentioned it before. Also, instead of a few pop up feature request threads, I thought a dedicated feature request thread might be a better solution.
Ideas that I have come to understand as wanted so far by threads and discussion are:
Stationary Machine Guns
Doable but difficult. I know something representing this was made some where, but I can't seem to find where anymore.
Stronger Tanks
Completed elsewhere, but I don't understand why it has not been implemented into the standard 1.13 svn release.
Smarter AI
VERY time consuming and not available right now. Maybe if the game gets ported to a different engine, but that again, is very time consuming and most likely not going to happen.
Graphical Overhaul
VERY time consuming and not exactly my area, though I know of a few people here that are actually working on this very thing. 2-10-2010
More Than Two Stories Per Map
Not sure if this is even possible... - Low and behold! Maps can be made with apparently as many stories as you like, but people can only be placed on the first story rooftops. 2-10-2010
Even More Item Sorting Micromanagement Ability
Easily plausible and obviously doable, however I know of no one but me that is interested in this. I also thus believe, if it will happen, it will be me doing it. 2-10-2010
More Vehicles
Doable easily, but I cannot/won't make the graphics. - It seems that there is someone in the background also working on making new vehicles along with tile sets. 2-10-2010
More Enemies/Types
Doable easily, but I cannot/won't make the graphics/there are already graphics out - I do not know if these graphics and enemies are compatible with standard 1.13 svn downloads 2-10-2010
More Music
Doable and easy, but getting rights to use some might be a pain. - I have found a website that is all freelance music, but some of it is very very good. It is all free to use, as long as we obtain permission, and credit the creators of the music. If anyone other than me is interested in this addition, please PM me. 2-10-2010
No More Useless NPCs
The ones already in the game are easily removed as long as they do not have a script in some way, but making new NPCs is very hard to do without a real script writer. (which we do not have a good one to use at the moment - 2-10-2010)
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Big Maps
Obviously doable, but very difficult and not a one man job. - The project is underway and apparently an Alpha is almost completed. - 2-10-2010
Overhaul/New Map Editor
Doable, but very difficult and not a one man job. - I don't know if anyone is working on this, or if it will be completed ever; unless another crack team like the MOD Squad of old decides on another huge and compeltely new Mod to JA2.1.13 is being made. 2-10-2010
Destroyable Lightsources
Most likely doable. - I have actually experimented with this, and with what I have access to, I cannot do it. So, if someone else that has an idea or has been able to do this, PLEASE share. 2-10-2010
New Bodytypes
A few completed elsewhere, but to make them all compatible is something else entirely.
New/More Animations
A few are completed but not implemented, and unsure of how to make these function correctly. Mayhaps if I can get some team on this, it can be done.
Tileset Functionality Rework
I can only imagine the amount of work that would entail... but obviously doable.
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Better Ballistics Properties
I actually don't know if the engine will understand more properties than it already uses.
Reverse Merging
Obviously possible, though it would require a hell of a lot more additional items to show the different merges with new graphics; and obviously balancing, play testing, and I hate to imagine the amount of bugs this could potentially create... - 2-10-2010
Fantasy/Sci Fi Graphics and Effects
I would say it is possible, though, I'm not sure due to anything that is a ranged attack has to have ammo, and it is capped at 255.
More Destructive Environment
Scorpion is currently working on a burning effect with grenades and grass. It looks like it's coming along nicely. - 1-17-2010
Updated Bios
I'm currently working on this, though having problems saving my progress. Please see my post further down. - 2-10-2010
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2-10-2010
Extra Hot Keys
I actually don't know how people have added in extra hot keys, so if a mod creator or other such person would care to explain how this is done, it would be definitively appreciated.
Enhanced Grenade Throwing-Realistic
There have been plenty of mini mods such as this, though all of them that I've heard talk of, say that this particular feature looks/acts weird, is bugged, or doesn't actually function. If anyone that has created such a mod to allow throwing grenades from prone, or a better 'bounce/reflect' effect, please feel free to explain how you do it, how it works, and other such questions.
Enhanced Dual-Wield
This is a long wanted and very difficult fix/enhancement to do, and do correctly. The code for dual wielding is very ugly and cluttered, and anybody that has really dug through it has found that it is just a mess to work with. I do know of some people that have taken a swing at this, but the results of such I have heard nothing of. Anyone care to share more information on this?
Body Hiding
I guess this would go along with a more interactive map, but seeing as the game apparently doesn't register a dead body as anything anymore (other than in one of two stages of decomposition), I don't know if we can even interact with it anymore.
Favored Weapons
I think that STOMPs trait system kind of covers this already, though a more unique way would require extra fields for each character, and along with each item in the game if I imagine correctly. Anyone have any ideas on how to possibly implement this feature?
Parachuting
There is a mod with the animation of people parachuting down in the opening drop, but other than that, I've heard of no other instances of this. I do not know what mod this was in though. Anyone have any images or anything to show that it can be done?
More Stories
This is obviously a separate mod request, so, feel free to request specifics and you may be surprised what you will be finding.
More Facilities
It's actually kind of easy to create one as long as you spend a few hours on it. For any instructions on it, feel free to check out the HAM WIKI.
More AP Deducting Actions
All actions in turn based combat should cost APs, generally agreed upon. To add it, I believe all you have to do is go to your AP/BP cost file, and type it in. If I'm wrong, could someone such as Headrock, Scorpion, or Sandro please correct me?
Trenches
They are in the Russian version of the game if I remember correctly. Why have they not been ported to all versions? Who can get the code? Anyone care to answer this that attends the Russian forums as well?
Being Shot Stopping Actions
I am actually really surprised that 'Torso hits should stop any H2H fighting until healed' and ' Leg wounds should stop all running for length of time until healing , and curtail distance for walking for a period' haven't been implemented. Anyone care to explain what this might entail, work wise?
Hostage Taking
This would require a great deal of coding at the current moment; along with at least a handful of additional graphics. Anyone interested in making this happen?
Moving Tanks
I'm ... not sure if the game allows them to move on the strategy map even if we coded it to happen.
Clearing Underground City Sectors to Completely Capture Cities
I think this is actually really freaking cool, and is somewhat already implemented (see Orta and Tixa). Though, make the enemies in the underground levels move up the portal to go to ground level and vice versa I don't know nor do I have a clue how to make that happen.
Overheating Weapons
I've seen this in many games, and Sot says he has a mod with this included. Sot, care to share the code with everyone so that it can be tested with compatibility with other mods and possibly implemented into 1.13?
Side Prone Movement
Would I believe require very little coding (mostly replacing code) and a few different graphics added and it SHOULD (at least I believe so) function just fine.
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Projects I'm Currently Working On
Snowy Map
Island Hopping Map
Urbanised Map
Island Jungle Warfare Map
Rewriting all Bios of all characters to include more information about each character
Stomp Only
JA2 Norm
Wildfire Stomp
Wildfire Only
Adding more music
Reorganizing the game items in the XML Editor
Making MCP - Modification Compendium Project
Attempting to better organize table layouts and code
Creating a couple more Unique Units
Anyone with any requests for me specifically, feel free to PM me and tell me all about it.
Thanks for your input!
sin
[Updated on: Thu, 11 February 2010 00:09] by Moderator Report message to a moderator
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Corporal
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Re: What features do YOU want?[message #241872]
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Fri, 15 January 2010 06:59
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Sincleanser |
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Messages:60
Registered:November 2009 Location: Houston |
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craigmsandyIn other words.....You want a new game?
No, it's mostly, what can I look into creating to throw into a mod. It's an idea generator kind of topic.
And the idea of magazines being items that aren't like tool kits or first aide kits, disappearing when empty is a good one; but like Headrock said, I am quite sure that there would be a lot of inards being mangled to get that to function.
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A new question:
I see that bios are saved as EDT files, where would I be able to find a program that will let me mess with those directly, instead of through the Biography Editor? Or better yet, do I even NEED a program to do stuff with them, other than the Bio Editor?
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New Question 2:
Is there any interest in organizing the item IDs in the XML Editor to fit more appropriately?
Such as all the pistols are grouped together, then shotguns, then rifeles, ect?
2: If this is done, will this crash the game in any way? Like, do certain things HAVE to be certain IDs to function? I understand that all item selections for EVERYTHING would need to be changes to reflect the newly signed ID #'s. But, seriously, is there any interest in that at all? If I do it, will anyone actually care?
[Updated on: Fri, 15 January 2010 07:05] by Moderator Report message to a moderator
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Corporal
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Re: What features do YOU want?[message #241936]
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Fri, 15 January 2010 19:29
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Sincleanser
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New Question 2:
Is there any interest in organizing the item IDs in the XML Editor to fit more appropriately?
Such as all the pistols are grouped together, then shotguns, then rifeles, ect?
2: If this is done, will this crash the game in any way? Like, do certain things HAVE to be certain IDs to function? I understand that all item selections for EVERYTHING would need to be changes to reflect the newly signed ID #'s. But, seriously, is there any interest in that at all? If I do it, will anyone actually care? Smeagol used an identification rework by alphabetical tags in the XML editor. There are loads of stuff that were not reworked because the original items mod was added too through many different modders.
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Re: What features do YOU want?[message #241943]
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Fri, 15 January 2010 19:49
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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cant hope for something big (like using Crysis engine for ja2, duh) so i'd go with new attachment and detailed magazine system.
this is just what i've been thinkin:
1. weapons are no longer restricted to their magazine, so magazine capacity varies based on the magazine you insert INTO the magwell (a specific area in the new attachment system), in another word the magazine is an attachment as well;
2. detailed magazine's gonna be like keychain, right click, and you find each individual cartridges it contains and switch them around. for example, for linked ammo belt you can set up for tracer, ball x 4 then tracer; for shotgun, you may go for lockbuster then 00 buck x 4, etc etc. you may do this mannually or with certain key combo.
if that's too far fetched, my second choice will be big maps....scale up the current map so each tread is no longer 10 meters.
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Sergeant 1st Class
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Re: What features do YOU want?[message #241946]
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Fri, 15 January 2010 20:15
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Sincleanser |
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Messages:60
Registered:November 2009 Location: Houston |
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ForralSincleanser
Is there any interest in organizing the item IDs in the XML Editor to fit more appropriately?
Such as all the pistols are grouped together, then shotguns, then rifeles, ect?
Why would you want to do that? I'll admit that I'm not all that savvy so I don't know exactly what would be possible to accomplish then, that's not already possible now. All that I can see that it'd lead to is that it'd be easier to find stuff in the Map Editor. The XML Edtior can already order things in a variety of ways by simply clicking on the tab you want stuff sorted by. Sorting weapons by Weapon Type would for example only take a simple click on the correct tab.
Well, one reason I would want to do it is just for that, so that the Map Editor kinda has things more organized.
Another is so that someone completely redistributing items to everyone will kind of have a better idea of what ID ranges are what.
For example: ARs would be ID's 50-110, instead of (kind of what they are now) 12-30, then 210-250.
If things were already grouped, then I don't think certain references would need to be constantly made to see what group of items is what ID range.
Also, I think that it would help expediate item balancing, when comparing to other items. (eg. tier 1 ARs vs tier 2 ARs). I know that you can already sort pretty much however you want with the XML editor, but... I'm kind of obsessive with organization. So, it might just be me.
Quote:Smeagol used an identification rework by alphabetical tags in the XML editor. There are loads of stuff that were not reworked because the original items mod was added too through many different modders.
What does that mean? He ordered the game to resort items based on alphabetical properties when running, but the XML was untouched?
Quote:cant hope for something big (like using Crysis engine for ja2, duh) so i'd go with new attachment and detailed magazine system.
That would basically be what 1.14 is trying to do, if I remember correctly.
Quote:this is just what i've been thinkin:
1. weapons are no longer restricted to their magazine, so magazine capacity varies based on the magazine you insert INTO the magwell (a specific area in the new attachment system), in another word the magazine is an attachment as well;
2. detailed magazine's gonna be like keychain, right click, and you find each individual cartridges it contains and switch them around. for example, for linked ammo belt you can set up for tracer, ball x 4 then tracer; for shotgun, you may go for lockbuster then 00 buck x 4, etc etc. you may do this mannually or with certain key combo.
Hmmm.... I actually thought the 100 5.56 tracer belt was already set up like that... but, it's been a while sense I've played and gotten far enough to use something like that.
The multiple different rounds in a shotgun I actually think aren't doable, because there isn't a magazine for them. When you try to auto load with a shotgun, and you don't have enough AP to fully reload it, the game defaults to reloading as many rounds as possible. This makes me think that different rounds in one shotgun at a time isn't possible right now.
However, different munitions in a magazine I see as possible. The only problem though, I believe, will be that that will have to be made into a new kind of ammo; realistically. And so, you'd end up getting something like lock busting AET match ammo, with some random integer 'roll the dice' kind of effect to split it between them. You wouldn't beable to specify which bullets were in which munition slot (if the game even checks that...) and even WHAT 'bullets' would be in each magazine.
That is a good thought though... I'll definitively look into that sometime soon, after I get a few of my other minor projects out of the way.
Quote:if that's too far fetched, my second choice will be big maps....scale up the current map so each tread is no longer 10 meters.
See http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=152552 for progress on big maps. Unfortunately, it seems to have died down a lot, but that is definitively a project I am most interested in. I believe Rowa is the one currently working on an EXE and Editor for it.
Thanks very much for your imput guys. I really appreciate it.
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Corporal
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Re: What features do YOU want?[message #241967]
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Sat, 16 January 2010 00:00
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Forral |
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Messages:71
Registered:May 2009 Location: Sweden |
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As a rookie mapper, I actually find the current size of the maps to be perfectly adequate. They're just large enough that you can actually fill them up with stuff and make them interesting, without them all ending up the same.
Something that would actually be GREAT though is somekind of rework of the way that the tilesets work, so that you wouldn't even have to use separate tilesets but could toss everything right into the same Tileset and play with all the toys at once. In fact, without that feature or something along those lines, I think bigger maps would simply result in large maps - not better ones.
Also
There's another thing that I've been wanting for some time. I've even harrased a couple of people at random, attempting to make them add it. I'd like having actual AP costs for moving stuff in your inventory. That could also tie together into changes for various LBE objects and items themselves, that lets you have LBEs with various carrying capacities but at the same time also various accessibilities that translate to having different speeds. Various holsters, vests and all that would have various bonuses / penalties to your ability to reach items (AP costs), something along the lines of how weapons can often be distinguished by their raise AP.
Having actual costs for manipulating the inventory while in combat would remove those instances where you can put your rifle away because you don't have enough AP to fire it, but you can still put that away and then draw your pistol and take a shot at the enemy.
I think it'd make combat more interesting and make room for much more varied equipment.
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Corporal
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Re: What features do YOU want?[message #241997]
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Sat, 16 January 2010 05:01
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threewings |
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Messages:16
Registered:September 2006 Location: Hong Kong |
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Hi guys, I would like to suggest a feature called "reversed merge", in which means when you detach a particular attachment from a weapon, the weapon becomes another one.
I suggest so because we have currently "merge" function to transform a weapon into another. E.g attach silencer and laser unit to MK23 and it can become a special warfare pistol complex with a new picture and values (of course we need to add tags in the xml, but this is where funs are found!).
However the outcome, new fully armed MK23 cannot be returned to its original state because the attachments dissapeared and it is a new item. Unless you wriite another command in xml...but it was too troublesome.
Here I suggest if the merge code could be altered as:
- During normal merge, the attached item will NOT be disappear; and the item being merged will change picture and status.
- In the newly merged item, the attachment can be detached freely, however upon so the merged item will go back to its original state.
I am not an expert in codes but I believe this could add much playability to 1.13. So I strongly urge you to look into this.
Thanks
[Updated on: Sat, 16 January 2010 05:02] by Moderator Report message to a moderator
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Private
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Re: What features do YOU want?[message #241999]
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Sat, 16 January 2010 06:20
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usrbid |
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Messages:1506
Registered:December 2008 |
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I want magic spells (like fireball, lightning bolt, and heal) and magic items (like enchanted armor).
The reason is, that lots of things are currently not possible / hard coded, for example:
- projectile flight animations limited to a few choices / effects; can't have laser beams in different colors
- target impact damage effect for custom animations limited to certain types of damage effects like explosion, smoke, light etc.; you can't have a custom animation with a bullet impact, meaning custom anims will blow up walls, grass, trees etc.
- shooting a weapon always consumes ammunition and the maximum number of "bullets" is limited (to 255 or so); you can't have a ranged "weapon" which has 1,000 (or unlimited) shots
- bludgeoning weapons or knives cannot consume ammunition; you can't have a taser baton with limited uses
- armor bonuses and penalties limited to certain aspects of the game; you can't wear items which give e.g. a strength bonus/penalty
While I am personally not that much interested in making a magic mod (others might be though), all the above will help to make a sci-fi mod. Kaerar and I had some plans, but after we started tinkering around with what we currently have, we realized that there are lots of things we can't really do yet.
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Re: What features do YOU want?[message #242025]
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Sat, 16 January 2010 17:19
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Forral |
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Messages:71
Registered:May 2009 Location: Sweden |
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Something that I'd like is more interactivity with the Maps in order to facilitate for more diverse approaches to combat. I hope stuff like the following will be possible when the LUA scripting system is out:
Shooting out Lights to provide concealment
Blowing up generators to disable automated defense systems (Turrets, alarms, etc)
Burning grass and trees to eliminate cover (Perhaps with the fire spreading randomly)
Moving crates/sandbags to make/break or customize cover
Another thing I'd like that might also be possible during the same circumstances, is more interdependance between the Tactical layer and the Strategic Layer. For example, blowing up bridges in Tactical layer to cause difficulties for the enemy in the Strategic layer, and also effecting what sectors are considered roads through your actions. Special facilities are around in HAM, but what about the ability to destroy and damage such facilities in tactical combat in case you're incapable of holding them?
Basically, it'd be cool be able to push deep into enemy lands to conduct sabotage operations, and actually have that ammount to something for the overall war-effort: Blowing up re-fueling stations, harbours, bridges, training installations, barracks (Basically a whole lot of blowing shit up), but also other things I currently can't think of, could possibly provide a whole new level of strategy and flavour to your overall approach to the campaign.
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Corporal
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Re: What features do YOU want?[message #242101]
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Sun, 17 January 2010 16:23
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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*skipping 19 Pages*
draft
go to the full animation, refresh the page for seeing it again
http://img.xrmb2.net/images/921460.gif
don't know if it can be seen from this animation, but i throw a grenade into the high grass, parts of the grass catch fire and the grass is destroyed, other parts continue burning but are not destroyed. In the next turns, the fire would spread. This is now on a small scale, on a large scale, it could be all sorts of awesome.
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Sergeant Major
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Re: What features do YOU want?[message #242332]
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Fri, 22 January 2010 09:45
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usrbid |
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Messages:1506
Registered:December 2008 |
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Quote:don't know if it can be seen from this animation, but i throw a grenade into the high grass, parts of the grass catch fire and the grass is destroyed, other parts continue burning but are not destroyed. In the next turns, the fire would spread. This is now on a small scale, on a large scale, it could be all sorts of awesome.
I looked at it a couple times, does it leave burned grass? For example when I position a team with the intention of defending a sector for a long time period (e.g. Estoni or a SAM site), I do some "landscaping" with grenades and RPGs to remove foilage to reduce aim penalties for long range sniping. The ground looks brown and burned after I get rid of grass, bushes, and small trees.
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Re: What features do YOU want?[message #242354]
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Fri, 22 January 2010 22:08
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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the latest version of the feature does exactly that. Oh, but it not only removes foliage, it also removes anything that lives in there and might also destroy objects that were there so it's a two-sided dagger so to speak.
I did however massivly cut down on the effect because on certain very densly covered maps, the effect would be way too massive and hardly ever stop.
I made a patch with the latest, reduced effectivness- version of the feature for smeagol's wildfire itemmod (AIM). I'm waiting for smeagol's input and probably directons on how to proceed on the feature, e.g. if he were to adopt it for his mod or not. He's pretty busy though, so this may take a while.
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Sergeant Major
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Re: What features do YOU want?[message #242362]
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Fri, 22 January 2010 23:31
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Hi, got few features I always wanted:
1) shortcuts for "door menu", there is ESC already, but would like at least force open/crowbar
2) better grenade throwing (maybe restricted only to thrower trait), I'll describe this more.
Orta (vanilla version), second room, I stand next to open door and want to throw grenade into corridor, but that wasn't possible from my position (but definitely should be) so i had to make one step into open door which meant that one elite got interrupt and I haven't chance to finish that anymore...
Also should be possible to throw grenade over "roof-wall-barricade" found in WF mod.
3) enhanced dualwield, as said dual-autofire or ability to shoot two targets at once (many movie heroes can do that, should I list them? )
4) enhanced blade weapons, these weapons should be able to hurt more than one close enemy
5) jump from roof (distance AGI based) either at ground or to enemy (with melee attack perfomed immediately)
With 4,5, I can imagine play against ninjas or be one of them, silently eliminating single enemies in new way...
6) body hiding (aka in Operace Flashpoint game, maybe restricted to shovel) and learn AI to react on dead bodies(immediately alarm) and blood (become suspicious)
And this idea came from The Fall: Last Days of Gaia game.
7) mercs there have their favored or/and unfavored weapons giving bonuses/penalties. Could be nice feature in ja2 too, don't you think? \:\)
fuuf quite a list
[Updated on: Fri, 22 January 2010 23:46] by Moderator Report message to a moderator
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Sergeant
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Re: What features do YOU want?[message #242370]
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Sat, 23 January 2010 05:13
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usrbid |
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Messages:1506
Registered:December 2008 |
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Quote:learn AI to react on dead bodies
Actually here is an idea, when the AI see a "fresh" dead guy on the ground, one that was shot in the current combat, don't go anywhere near that guy, avoid him like you would avoid a glow stick.
Currently I have the AI walk like lemmings toward a dead body, headshot, next one does the exact same thing, headshot, next one does the exact same thing, jeez... Avoiding dead bodies like glow sticks would already improve the AI by 25% (number not to scale).
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Re: What features do YOU want?[message #242380]
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Sat, 23 January 2010 16:34
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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sorry, but i disagree. If the AI's reaction towards a dead body is universally the same, it will be exploitable. Also on many maps, the AI runs back and fourth into and out of light sources, so they're not really always better off by avoiding the light. A similar issue would be created if they were to always avoid dead bodies (i see you would limit it for a certain number of turns or time, but i'd actually limit it more, making it more random or depending on the enemy's atitude)
defensive and cunning enemies should shy away from dead comrades, brave/ brave aid and aggressive enemies should continue to investigate this. It would then be up to the mapmaker to provide a good mix of both to have a challenging game on the map in question.
Sometimes, item balance is also vital for AI. The Ja2 AI just can't really handle long sight range boni as used by 1.13.
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Sergeant Major
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Re: What features do YOU want?[message #242413]
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Sun, 24 January 2010 13:19
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lockie |
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Messages:3717
Registered:February 2006 Location: Scotland |
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To pick up on the lighting wants , I'd like to see..
1 Fixed lighting , as in streetlamps with a cone of radius .
2 Switched lighting , with both player and AI able to turn on/turn off lights when required .
3 Trapped lighting , yes we have flares , but how cool would it be to attack an installation , with a 'short grass killing field' around it only to step on a tripwire and trigger a full 360' lit area.
4 Moveable lighting , having a perhaps timed cone of light following a fixed pattern would emulate a searchlight , perhaps from towers ? (Why does only RR do this {towers} so far ?)
5 Destroyable lighting sources, naturally.....
So modders/coders , can we have any answers as to whether any of these ideas are workable or not ?
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