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Re: Red Alert: A Path Beyond - Forklift [message #186736 is a reply to message #186448] |
Mon, 23 January 2006 06:18 |
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It would probably be possable to lift up vehicles and infantry, just make the thing going up and down its firing animation. Objects would probably not work.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: Red Alert: A Path Beyond - Forklift [message #186745 is a reply to message #186448] |
Mon, 23 January 2006 07:12 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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That roll bar would snap like a twig. Accurate to model though.
What would the purpose of this vehicle?
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: Red Alert: A Path Beyond - Forklift [message #186747 is a reply to message #186448] |
Mon, 23 January 2006 07:35 |
Chronojam
Messages: 688 Registered: March 2003
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Colonel |
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I assume you mean its role in the mod.
It was my brilliant idea actually, along with several other props and concepts you'll see. It's rather simple but should add a new level of dimension to things.
If you notice in Renegade, and alas in the older versions of Renegade Alert, every structure in each map is nearly identical. I wanted that to change. Think of Jiffy Lube if you have one in your area, or else some other oil change garage. Or better yet, perhaps think of a MacDonald's. Each one looks virtually the same outside, but inside the layout is vastly different. There are certain key things that will always be the same, of course.
That is how the Renegade Alert buildings themselves will be. Every building will come with a relatively stark interior compared to the final per-map version. This version contains everything neccessary for the building to function, including weak point and any neccessary extras (like a production area).
Then, the mapmaker can select from a variety of objects either intended for that structure type or for any of the structures; fire fighting equipment, cases of all sorts, tool chests, maybe lanterns, and even very interactive objects such as forklifts (as seen in Allied naval drydocks and Soviet heavy armor factories, for example). There are three other special classes of items that a mapmaker can opt to include or leave out in addition, although these will usually be left in.
The end result is that every raid into an enemy building, or every desperate attempt to root out the enemy that has infiltrated your base will take place under slightly different circumstances. You might be able to take cover just behind a doorway, behind some spools of cable in one map; but in another, your best bet might be to run behind the staircase common to every version. You might gain a tactical advantage by standing on top of a cabinet containing firefighting equipment in one map, but in another map there might be nothing but a pail there.
So, the forklift is there as an interactive prop that you can use to hurry your engineers or technicians around, or to run over enemy infantry.
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Re: Red Alert: A Path Beyond - Forklift [message #186793 is a reply to message #186448] |
Mon, 23 January 2006 14:13 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
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General (1 Star) |
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That forklifts snot bad!
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: Red Alert: A Path Beyond - Forklift [message #186801 is a reply to message #186772] |
Mon, 23 January 2006 15:49 |
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rm5248
Messages: 1156 Registered: November 2003 Location: USA
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General (1 Star) |
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warranto wrote on Mon, 23 January 2006 14:44 | According to Hollywood, the armour on the front of a forklift is far greater than the rest of the vehicle (at least when the hero is riding it; he's nearly invunerable to enemy fire).
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Hollywood also tells us that a team of Commandos can be taken out one by one with a pistol to the arm, and nobody is going to notice. However, if you shoot your friend, it'll take about 10 bullets to the head for him to die, and he'll still stay alive long enough to tell you an important secret, whereas a bullet to your arm will kill you DEAD and you won't have energy to push the 'talk' button on your radio.
w00t?
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Re: Red Alert: A Path Beyond - Forklift [message #186814 is a reply to message #186803] |
Mon, 23 January 2006 16:53 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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Aircraftkiller wrote on Mon, 23 January 2006 17:59 | It's a 10 sided wheel, that's not an octagon. It's perfectly fine for how tiny the Forklift is in-game.
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Yep my mistake, it's a decagon.
But why is it fine? Everyone has said either directly or indirectly that the decagons look pretty crappy. I mean, if you payed someone to change your tyres over on your car, then came back to see the idiot put decagon shaped rubbers on your motor, you wouldn't say "It's perfectly fine".
Not trying to be an ass, I like the rest of it allot.
Would be kewl to see a movie of it in action, with the fork in operation.
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Re: Red Alert: A Path Beyond - Forklift [message #186912 is a reply to message #186801] |
Tue, 24 January 2006 09:41 |
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warranto
Messages: 2584 Registered: February 2003 Location: Alberta, Canada
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General (2 Stars) |
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rm5248 wrote on Mon, 23 January 2006 15:49 |
warranto wrote on Mon, 23 January 2006 14:44 | According to Hollywood, the armour on the front of a forklift is far greater than the rest of the vehicle (at least when the hero is riding it; he's nearly invunerable to enemy fire).
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Hollywood also tells us that a team of Commandos can be taken out one by one with a pistol to the arm, and nobody is going to notice. However, if you shoot your friend, it'll take about 10 bullets to the head for him to die, and he'll still stay alive long enough to tell you an important secret, whereas a bullet to your arm will kill you DEAD and you won't have energy to push the 'talk' button on your radio.
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hmm interesting thought. Tie in the arm damage zone to in-game chatting. The arm takes damage, and you can no longer chat to others.
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