Could the chicken match use more chiken alien noises? Maybe ambient alien sounds during gameplay, groaning or roaring sounds from a distance. Also, when they die, the little red blotch isn't very interesting. Could it be improved to be more realistic? As you are pretty much playing a game of Starship Troopers, perhaps there could be loads of green splatter flying about and some squelchy noises or something?
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quote: perhaps there could be loads of green splatter flying about and some squelchy noises or something? |
Because chicken games don't lag enough as-is. Sure. :P
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Splatter is easy, just add a decal to chicken eggs. You can do it ;)
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inb4 "THINK OF THE CHILDREN!!!11!" On a serious note, better chicken blood effects would be great. Does spring have the ability to simulate liquids? If not I guess we could have a blood splatter on the ground when a chicken dies. For additional interest there could be a different blood color for different types of chickens.
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quote: Does spring have the ability to simulate liquids |
No, and not ever likely. You'll have to do with decals :)
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Basically I was thinking you could make a small group of splatter particles appear on death and fly outwards a little, before turning into decals when they hit the ground? That way there is some meaty substance on death so the chicken falls apart rather than 'disappearing'. They could fade away after 5 secs to prevent lag.
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Its really old but I think the best effects of this kind were in Myth. Using dwarves to blow up zombies etc. was really satisfying.
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Yup, you can do particles too. That's pretty much what every projectile in game does. (Except that the projectile "scars" aren't regular decals, so blood splatter will require a workaround) I'm just slightly hinting that probably the quickest approach is to try it yourself. Even more, investing any kind of work with at least some results is likely to significantly include your power levels to request assistance :)
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quote: to be more realistic? |
sure. like in real life sci-fi.
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can someone plese change ... objectName = [[roost]], power = 600, script = [[roost.cob]], ... to ... objectName = [[nest]], power = 600, ... for the nest in the source code?
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GeneralGuy: I've taken care of your posts marked as "unnecessary, pls delete". Why would you want to just change the model for chicken roost? Disclaimer: i have no idea what nest.s3o is about.
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A delay between the queen death and the end game, say of about 10 seconds, would be cool. The queen should also explode massively leaving goo flying in every direction.
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it is a change for nest.lua. The change in code changes the script for the nest so that it thinks it is a factory, rather than a roost, making it possable to build chickens manualy if you use "/give nest". right now, you can tell the nest to build chickens, but it thinks it is a roost, and does nothing. i cross-referenced the source code for a factory and "roostfac" with the standard "roost", and the nest's code is copied from the roost, used by the chicken ai, rather than the factories players and CAIs can build units in. I might be wrong, though.
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So how does one add ambient sounds in spring/lua?
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quote: So how does one add ambient sounds in spring/lua? |
Spring.PlaySound('sound file') in either a widget, gadget, or an unit script.
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If chickens made actual chicken noises, this would improve chicken mode :)
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