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BRAVE Troop Deploy Code and Modelling

BRAVE Troop Deploy Code and Modelling
Name:Andy Hawkins
Date Posted:May 31, 2008
Rating:3.0 out of 5
Public:YES
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I have finally debugged the code to tell troops to mount vehicles and deploy on command from the player. The most significant thing about this is that is happens out of sync with the mission progression. It's important in my mission structure as the first part of the mission is to tell the base of an approaching saucer. Comms are down so the only way to tell them is actually fly to the base. The saucer attacks based on the mission progression, so if you don't get there in time, the troops are dumb-founded and stand there helplessly getting blown away. Get there in time and they are given the order to move out. Troops find Humvees, mount up and escape to a new area, where they are deployed to perform further duties.

Here's a vid... note: the men should disappear but don't because startFade(0,0,true) is broken in TGEA 1.0.3 :( If anyone knows how to make entities disappear in TGEA1.0.3 I'd like know.

BRAVE Troop Deploy on YouTube

Now I'm modelling a truck to pull the rocket over to the new base as well. Here's a screenie...



Next I'm going to work on code to make humans build things like tents, and ferry parts to establish a new base. This is an important part of my game to make an arcade shooter with RTS elements which you have to preserve to have a chance of winning.

Oh yeah I bought the Vegetation Pack from Dex-Soft (thanks again!) - I think I have bought almost all their packs :) ... and the Rock Pack from Eivaa Games.

Recent Blog Posts
List:07/28/08 - Lightwave Tut and BRAVE progress
05/31/08 - BRAVE Troop Deploy Code and Modelling
05/15/08 - BRAVE Base Camp
05/04/08 - BRAVE Beta Release
04/27/08 - BRAVE - London 4
04/21/08 - BRAVE - London 3
04/13/08 - BRAVE - Awwwright! - London 2
04/09/08 - BRAVE Update - London 1

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Todd Pickens   (May 31, 2008 at 20:12 GMT)
Awesome job Andy. Looking better and better.

Mark Dynna   (Jun 02, 2008 at 15:20 GMT)
Andy, if you have access to the first release of AFX for TGEA that puts the startFade functionality back in the engine. However, I wouldn't exactly call it a "simple" solution.

Andy Hawkins   (Jun 03, 2008 at 15:20 GMT)
Real question is, why was it broken? Guess I'll fix it :)

I just moved all my men to 10000,10000,10000 while in transit for the time being.

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