

For its usage I consider having several inventory images:





Each time player places another stick of dynamite the quantity in the box is reduced, so when he places the last stick the inventory image is changed to the detonator:

Now he presses the USE key...
KABOOM!!!
For clonk animation I suggest that he carries a simple wooden box:

Stored in dynamite_box_ingame.blend (layer 1)
After all explosives are set the box in his hands changes to a detonator:

Stored in dynamite_box_ingame.blend (layer 2) - 34 polies
Animation can be applied on activating a detonator (clonk raises the handle and lowers it).
I hereby license the following file(s) under the CC-by license
Attachment: dynamite_box_ingame.blend (1413k)


Now that I implemented perspective pictures you want to go back to sprites? Pah ;)
ITS DEMOLITION TIME! YAAAAAA!
Nice work man, that looks awsome.
Cant wait to actually get to use it.
(AfterThought): r u guys trying to figure out if it should just be something u can pick up/put down, or something that cant be dropped/knocked out of hands?
Nice work man, that looks awsome.
Cant wait to actually get to use it.
(AfterThought): r u guys trying to figure out if it should just be something u can pick up/put down, or something that cant be dropped/knocked out of hands?

Btw. the rendered graphics are a bit to smooth. You should try to switch the MultiSampling Filter to Mitch instead of Gauss (In the render-buttons above the "Border"-Button). That's alot sharper.

EDIT: Here they are (and there IS a difference actually - think, I should also rerender other stuff as well)
I hereby license the following file(s) under the CC-by license







Also, could you re-render the original dynamite to make it look the same as the dynamite in the box of yours?

> Can you also post the .blend for the rendered dynamite box?
Have I forgot it?.. Oh, I definitely have. Thanks for mentioning that.
>could you re-render the original dynamite
Ok.
I hereby license the following file(s) under the CC-by license
Attachment: dynamite_box.blend (2538k)



Also, you're missing a blasting cap (like in the original dynamite render).
You'll want to read up on this, and take a look at an accurate dynamite diagram.



So if an engine coder could have a look at it, this would be nice.
Having pick lines doesn't seem so good for dynamite boxes...
Ah and another thing. The cable now can get as long as you want. Should we use a rescritcion here? And what should happen if the cable "breaks" when too long?

> Should we use a rescritcion here?
I am not an author of the idea but I can share my vision of d-box functionality.
Right now we do not have complicated melees (the ones that involve structures and production) but when we finally have, infinite line would give an unfair advantage to the one who uses a d-box. In this case you can run to enemy base, quickly (as long as it does not require any time now, I suppose) place dynamite sticks and run away to your home base. Now the enemy is doomed (literally... I mean, the structure whicр was mined). You can press the lever any time to blow it away in pieces.
So what we need is a restriction to the line length. The problem is what will happen then. Simply loose the d-box and all the dynamite already placed? Turn placed dynamites from d-box into simple dynamite sticks (which are able to be picked up later)? Detonate everything (I mean, already placed sticks)?
Personally I like the second idea most. If the cable is broken any dynamite which is already placed, turns into a simple dynamite stick. But this involves some implementation difficulties:
1) not mentioning the need of swapping objects here (I do not really know how the d-box is currently implemented);
2) the length of the cable should be calculated;
3) do not know how to avoid obstacles on the way (in CR if line gets too twisted it eventually straigts up);
4) there should be some way of warning the player that his line is about to break (change line color to red? You've mentioned that you do not know how to do it yet).
Besides. What are the current possibilities of enemy to demine the placed dynamite?
I suppose all these questions should be discussed more thoroughly



1) Line is TOO thick. I mean, EXTREMELY THICK (the same width as the dynamite itself). I suggest to shrink it twice (or even thrice) the size.
2) Brown color... eh. Sure very distinguishable but a bit weird. Gray for a change? (The orange blinking will look greater with gray, I suppose).
3) Some animation glitches: box and detonator coming THROUGH the clonk, low odd placement and so. If you are surprise hearing that I can attach screenshots that illustrate this. If not... then I probably shut up (you know better what to do).
4) You can not place a d-box stick the same places you can place an ordinary stick? Is it done intensionally or this is some kind of bug?
5) Inventory images? :'( :'( :'( Graphics from 1 to 5 :'( ... Well, sorry if it is too early to talk about that but... I was somewhat upset...
Nevermind. Anyway it looks good. And animation for detonation looks good as well (not mentioning 3) ). And spark traveling from one stick to another - that was my favorite part. Keep up the brilliant work you do.

1) the line is drawn by the engine, so I can't just change it like that... (perhaps I can fiddle around in the engine a bit for that...)
2) the color is changable, I can make it a bit grayer.
3) The animation glitches are ck's fault (at least I think so, cause they are not like that in blender).
4) You can place it at excactly the same places you can place a normal on. Though I change the script of the single dynamite stick, so you can choose the direction of putting it with the mouse. So take care where you click when placing it.
5) The inventory images are there and the script tries to use them SetGraphics(...) but the engine functionality isn't there yet for it.


Ah, I found out. Use an arry with two RGB values: SetProperty("LineColors", [RGB(255,0,0), RGB(0,255,0)]); // Makes a red line with green dots at the vertices.
Edit: now commited. The priming wire is now brown and blinks when the wire gets too long.
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