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Дяденька

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  1. Almost correct, but as I said before, the scheme is too massive. It is not only about controlling One ship at a time. Can we discuss planned features? Using the keyboard is less convenient than Custom Id's for signals, currently we use Key for signal but amount of keys on keyboard is limited. So, if I want to impliment SOMETHING BIG the scheme will be pretty massive, since: Its quite a pain to remember and use all signals with shorter names like key K O U S that could be used only in small builds/ships. One of the efficient solutions might be is to allow players to make signals without dependency on keys. For example: The player in the Object window has a few fields For objects wich can send inputs: List<string> : ArrayOfSignalsToSend. (expandable by player) (for example, PowerEnable, ActiveShield etc.) List<key>: Keys (if we use all of them event must be broadcasted). enum:State (to choose if the key is Pressed or Released when we broadcast this Signal). For objects who can receive inputs: List<string>: InputSignalNames. string: SignalToOut// to make a part active, I guess my suggestion is to request a Math parts For the logic parts in case (If, Or, Xor, Xand etc) I can't make more than two inputs, it takes almost all the keys on keyboard and after using hardlogic and it makes it hard to understand and hard to change in the future. For logic parts: List<string>: InputSignalNames. (expandable by player) enum: LogicType - and, or, xor, xand, nand, nor. string: SignalToOut; I tried to Impliment your solution for moving, including rotation and camera activating without disabling main ship. I used 7 elements for it. Switch and 6 AND gates without current ship disabling and anything except moving and rotating is also +6 elements. 7 Keys to input and 7 key to output For ONE drone without Shooting, shield activation, secondary weapon etc. If I want to use something more advance than just a box moving I need to allocate approximately 20 Keys without hard logic like Terrain Detection and Altitude. How do you see using this construction? Any ideas for solving this?
  2. Additional to merging. For altitude meter - when you impliment detection for ores it would be cool to see if we would be able to understand where the drone is by altitude. Example as a possible parameters for Altimeter: almost like for DirectionalSensor - mode list (Sumo Enemy, Cursor, etc) Planet, Cargo, Core. When I talk about it I think it may be good ide to allow linking between GameObjects by reference to allow use their functional. Like in GMod with WireMod modification.
  3. How can I impliment controlls for every drone by WSDA but only one drone must be active at time? For example: I have a few drones at one time, they are decoupled from core. I can switch camera between them by using 1,2,3,4. Each drone has specialisation Attacker, Miner, Grabber etc. I can't use Logic Splitter because every drone can receive events only from core or be fully autonomus. Why do I need manual controls? There is no effective way to detect enemies and annihilate them. (Only with manual controls I can use drone to destroy enemies without chaotic way) There is no effective way to calculate by ariphmetic blocks the flying trajectory for drone. There is no effective way to switch betwen drones and use the same control scheme. I know the main part of gameplay is based on DroneCore, really I dont know any of your gameplay pillars but trying to imagine. I know the changes that I suggested is a bit hard to impliment because your programmers team would have to REALLY split the logic grid between drones. As a programmer I know that pain But I want to help to make this game better. The solution I see in nutshell: inherit LogicEnabler class from parent class of Logic Splitter and by activating block by key, make connected blocks to be enabled and ready to receive KeyInput events. Sorry for a bit FORCED spech-pattern but I firstly played in this game on the pirate copy but after it I liked it to much and bought license version) With best regards.
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