Thread: Artillery...
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  #9 (permalink)   diamond-optic is Special  
Old December 24th, 2008
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diamond-optic diamond-optic is offline
i dont want a goldfish
 
Join Date: March 13th, 2005
Location: Upstate New York
Status: hazey
Posts: 3,259
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got some more done on this..
  • new sounds for when the artillery is fired, including different ones for axis and allies.. as well as they have a more ambient sound to them so they appear to come from a distance more then the old sound..
  • slightly improved attenuation for the incoming whistle & explosion sounds
  • taking damage now triggers the shellshock effect
  • incoming rounds now take 3 seconds to reach the map instead of 5 seconds
  • no longer does damage thru walls (unless you are behind something small and still exposed, tho the method im using isnt the best...)
  • removed the splash effect sprite for when the shell lands in water (looked shitty and was just one more precached 'model' that wont be missed)
  • adjusted shrapnel effect

tomorrow ill probably mess with adding a dynamic light to the explosion as well as giving the everyone on the winning team an extra artillery round or two
..then i want to create a menu or something to allow you to configure the incoming rounds. I was thinking maybe being able to select air burst rounds and having the ability to set how far above the ground they will explode

then i was also thinking to put more emphasis on caps.. having those give you something different, instead of artillery rounds, maybe airstrikes.. where you can call in a spitfire/mustang/stuka/focke-wulf or such. Tho i havent decided if it would be best to have those drop multiple explosives over an area or if i should try and figure out a way to have them spray an area with machine gun fire..

time will tell

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Last edited by diamond-optic; December 24th, 2008 at 04:34 AM.
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