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B5Sc - December Update

B5Sc - December Update
Name:Cyberkada 
Date Posted:Dec 01, 2007
Rating:3.5 out of 5
Public:YES
Comments:YES
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Blog post
Just a small update, but lots of programming behind it. Implemented the Player Hitbox resource in B5SC. Added support for multiple damage areas (2 in fighters - forward and aft, and 5 in capital ships - fwd/aft/starboard/port/core).

This will eventually allow for directed damage against engines, bridge, weapons and other systems hardpoints. This involved lots of script and engine changes (to add the hitbox variable). Whats next: Separating the engine energy variable into left/center/right engines and directional and retro thrusters.



non-gaming news: My first term (teaching GPS420) is half over with DeVry. I wish Torque was used instead of the "Building Blocks Engine", but its a learning experience for all involved. My first trimester as Department Chair for Information Systems at Informatics International College (Cainta branch) is over and went well.

Recent Blog Posts
List:04/18/08 - Babylon 5 Starship Commander April Updates
02/04/08 - Babylon 5 Starship Commander (pre-Alpha 0.1)
01/14/08 - B5SC:January Updates
12/01/07 - B5Sc - December Update
11/19/07 - B5SC small updates
11/07/07 - Babylon 5 Starship Commander

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Dave Young   (Dec 01, 2007 at 15:46 GMT)
Looking great, I am a mega B5 fan and this will be fun to try sheerly for nostalgia!

JungHyuck Yang   (Jan 14, 2008 at 06:27 GMT)   Resource Rating: 4
Did you implemented 'player hitbox' stuff and can you share it to public?

Most threads on the forum say it does not work with the 1.4.

Cyberkada   (Jan 28, 2008 at 05:34 GMT)
The hitboxes work great. I basically used this resource: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6538

with appropriate changes to work with my project (I used HBxx).

The hard part was changing vehicle.cc to support differing numbers of Hitboxes (1 for fighters, 2 to 5 for ships and 9 for bases) and changing the onDamage() scripts.

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