C&C FarCry [message #203432] |
Sun, 11 June 2006 13:57 |
|
Dante
Messages: 1039 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
This pits each team against eachother, with the objective being to destroy each other's bases. The beuty is that the team's respective bases are bound by typical C&C rules: blow up the mining facility, and it won't be able to make money. Destroy its vehicle factory, and it won't be able to produce vehicles. Do the same with base's power.
I think you get the idea.
Key Features:
You can easily create as many different character classes as you want, including the health, armor, weapons and ammo lists, Stamina chart, Movement table, and player model.
You can easily create as many vehicles you want.
You can specify which character class a player inherits when they spawn at any individual spawn point.
You can construct the PT menu for characters and vehicles from the SoldierFactory and VehicleFactory buildings.
You can place as many PT zones as you want anywhere. These act as encapsulated areas of space whose shape can be altered per PT zone. This means you can easily fit a PT zone anywhere you want on a map and make it look and feel appealing to that map.
You can place as many Gun Emplacements anywhere you want on the map that will obey building rules including powering down on base power loss and becoming inactive when the team's BaseDefense is destroyed. Freedom to enable/disable most of this logic is available per gun emplacement.
You can enable/disable anything including PT zones, spawners, and dynamic lights when a building is powered up, powered down, and/or destroyed.
You can place no or any amount of "MCT"s, called CriticalPoints, to any building. This means a building can have more than one MCT, no MCT, or more than one building can share the same MCT.
You can specify the Resource timer on the MineFacility per map.
More to Come!!!
Forum
WIKI
Moddb Page
[Updated on: Sun, 11 June 2006 13:57] Report message to a moderator
|
|
|
|
|
|
|
|
|
Re: C&C FarCry [message #203471 is a reply to message #203469] |
Sun, 11 June 2006 20:01 |
|
Dante
Messages: 1039 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
while i kinda smirked when you said this, i do know where you are coming from.
since we are moving d6 to cryengine 2 for reasons i don't want to disclose right now, i wanted to release a mod to the community since it has been quite a while since i have released something.
only things we have left on this one is one vehicle model, GUI screens to create, our class balancing passes, playtesting, and our 6 release maps (1 is already being fleshed out now).
I wanted to re-iterate as well before i go off and play oblivion for a few, all of the features that are above are already done and working in game.
[Updated on: Sun, 11 June 2006 20:04] Report message to a moderator
|
|
|
Re: C&C FarCry [message #203472 is a reply to message #203432] |
Sun, 11 June 2006 20:10 |
|
Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
|
General (1 Star) |
|
|
Dante!!!
Havent seen you in 4ever!
You should halp Canadacdn and Blazer52 with Role Play 2 that map ownz!!!
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...
|
I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
|
Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
|
|
|
|
|
|
|
|
|
|
|
|
Re: C&C FarCry [message #203543 is a reply to message #203432] |
Mon, 12 June 2006 13:38 |
|
Dante
Messages: 1039 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
we will be having an ingame playtest this weekend most likely, i will be sure to snap some shots to put up.
those screenshots that are up there are just for reference for future map makers to see how easy the entity setup system is for the buildings and controllers, essentially being able to make any object on the map a building with C&C rules.
And as for the 70%, we are basing it off of FarCry's assets for now so that we can get a speedy release and people can start playing it. We are choosing some base models that have a good feel for "C&Cish" buildings, such as the hangar for a vehicle factory, an actual barracks from ingame for the infantry factory, we are currently scouting the files (or user submissions ) for a good mining facility and power plant that fits with the FarCry look and feel.
85% of this mod is coding and GUI, 5% maps, 5% models, and 5% balancing.
|
|
|
|
|
|
Re: C&C FarCry [message #203684 is a reply to message #203432] |
Tue, 13 June 2006 11:48 |
|
Spice
Messages: 1448 Registered: November 2003 Location: Ohio
Karma: 0
|
General (1 Star) |
|
|
This is more or less like a preview demo for C4 Commando which is moving to the Cry Engine 2, an updated version of the Farcry engine. I think at least..
[Updated on: Tue, 13 June 2006 11:48] Report message to a moderator
|
|
|
|
|