Difference between revisions of "Feature Requests"

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(Submodel Animation Triggers & Upgrades)
m (Submodel Animation Triggers & Upgrades)
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Requested Upgrades:
 
Requested Upgrades:
 
*Support for "model-relative" movement in addition to "current submodel position-relitive" movement that already exists.
 
*Support for "model-relative" movement in addition to "current submodel position-relitive" movement that already exists.
*Ingremental movement - moves a submodel to the position indicated, but does not undo the motion.
+
*Incremental movement - moves a submodel to the position indicated, but does not undo the motion.
 
*Glowpoint linking - Make it possible to activate/deactivate/toggel a certain bank/slot of glowpoint(s).
 
*Glowpoint linking - Make it possible to activate/deactivate/toggel a certain bank/slot of glowpoint(s).
 
*Counter-rotate option - allow an object to inherit its parent's motion while counter-rotating, usefull for translation effect.
 
*Counter-rotate option - allow an object to inherit its parent's motion while counter-rotating, usefull for translation effect.

Revision as of 01:02, 15 December 2005

This page is primarily to serve as a database for feature requests for the Source Code Project.


Side Multipart Turrets

Support for fully rotating turrets on the sides of ships.

  • Supported By: Battlestar Galactica, The Babylon Project, Wing Commander Saga, Nukemod - Children of Shiva


Customizable ship types

Add a new table (or an addendum to ships.tbl) that would allow modders to turn on and off individual aspects of ship types, as well as define new ones. Type should be settable in the $Flags: variable, just as it is now, and the :V: defaults should be integrated so that they may be overriden by mods.

  • Supported By: The Babylon Project


Flak Screen

Ability to set detonation range/time for flak shots so that flak weapons could fire at approaching ships beyond their 'detonation range' thus generating a flak screen in front of the approaching ships with the flak explosions. Preferably with little variance in the exact detonation time as there is always a little variance in normal flak explosions. Beams already support this sort of firing with +range: option.
Wanderer 10:56, 9 Dec 2005 (GMT)

  • Supported By: ???


Gatling Turrets

Support for Gatling gun turrets, which work same as a regular multipart turret but has an extra subobject (child of the barel) that rotates while the turret is firing.

  • Supported By: Nukemod - Children of Shiva


Submodel Animation Triggers & Upgrades

Trigger Requests:

  • Subspace - Performs animation on entrance to supspace, and undoes when a ship comes out of subspace, and acts as a initial position if the "mission takes place in subspace" flag is set.
  • Afterburners - Performs animation when afterburners are used and undoes the anumation when they go off.
  • Weapon Fire - Performs animation when weapon is fired and undoes it before the weapon can fire again.
  • Sexp - Animation triggered by sexp.
  • Flight Control - Triggered by the the activation, toggle or motion of a particular flight control.
  • Turret Fire - Performs animation when a particular turret is fired and undoes it before the turret can fire again.

Requested Upgrades:

  • Support for "model-relative" movement in addition to "current submodel position-relitive" movement that already exists.
  • Incremental movement - moves a submodel to the position indicated, but does not undo the motion.
  • Glowpoint linking - Make it possible to activate/deactivate/toggel a certain bank/slot of glowpoint(s).
  • Counter-rotate option - allow an object to inherit its parent's motion while counter-rotating, usefull for translation effect.
  • Increase heirarchy depth instance limit to at least 10 levels of heirarchy.
  • Simple linked animation support - Support for animations liked with flight controls and other variable setting ship controls, usefull for making animated cockpit controls, control surfaces, and thrust vectoring nozzels.
  • Supported By: Nukemod - Children of Shiva