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Re: Structures by design

Posted: 27 Feb 2012, 04:05
by aubergine
One last point to my last two posts on the previous page, I think that size (light, medium, heavy and super) should be separate from propulsion or body.

Also, here is an early preview of my spreadsheet: https://warzone.atlassian.net/wiki/disp ... preadsheet

Re: Structures by design

Posted: 27 Feb 2012, 06:04
by Shadow Wolf TJC
aubergine wrote:A propulsion therefore defines:

* What sort of bodies can be applied
* What sort of turrets can be applied

The body defines:

* How many turrets can be applied
Er, whenever we design a new vehicle in-game, we need to pick the body 1st, then the propulsion, and finally, the turret(s), so shouldn't it be more like this?
The body defines:

* What sort of propulsions can be applied
* How many turrets can be applied

The propulsion defines:

* What sort of turrets can be applied

Re: Structures by design

Posted: 27 Feb 2012, 11:45
by aubergine
Yes, from the user perspective the body defines what propulsion/turret can be used. But I think from the code perspective propulsions should be the dominant factor, primarily because there are less propulsions than there are bodies or turrets.

Re: Structures by design

Posted: 27 Feb 2012, 12:05
by Berg
aubergine wrote:primarily because there are less propulsions than there are bodies or turrets.
I might be wrong but each body size has 5 propulsion types

wheel, halftrack ,tanktrack, hover and vtol.

Re: Structures by design

Posted: 27 Feb 2012, 12:13
by aubergine
Here is a list of bodies: viewtopic.php?f=32&t=8927&start=15#p96080

And that list excludes all the normal base buildings (sat uplink, factories, etc) so there are actually a lot more bodies that I've not yet listed.

Here is a list of propulsions:

* Planet
* Building
* Defence
* Barrier
* BaBaProp
* BaBaLegs
* CyborgLegs
* CyborgJets
* wheeled0
* hover01
* HalfTrack
* tracked01
* V–Tol
* Naval

Each propulsion has a number of "sizes" used just to determine the 3D model that gets used. The propulsion size is determined by the body size. (some related discussion: viewtopic.php?f=33&t=5136&start=1035 )

Re: Structures by design

Posted: 28 Feb 2012, 01:37
by Reg312
Added new buttons to unit design GUI:

Re: Structures by design

Posted: 28 Feb 2012, 04:58
by aubergine
AWESOME!!!

Re: Structures by design

Posted: 28 Feb 2012, 05:03
by Iluvalar
aubergine wrote: * Planet
* Building
* Defence
* Barrier
What do you have against "hard","medium","soft" and "bunker" like it is right now ?

Re: Structures by design

Posted: 28 Feb 2012, 05:09
by aubergine
I don;t have anything against them, however it just seemed overly complex from a propulsions perspective in my script.

Essentially I'm trying to get a dynamic research system that revolves around propulsions - so having just "Defence" and "Barrier" for all the towers, walls, etc., made life a lot easier in terms of categorising stuff. I'm not sure it's the right approach yet - I still need to do loads of investigation and experimentation and work (real life) is going to be mad busy this week so it's going to be a while before I can say for sure what works best (from my perspective at least).

I'm certainly open to suggestions and ideas - if possible I'd like to come up with something that works for everyone as that makes all the time I'm spending on this much more worthwhile.

Re: Structures by design

Posted: 28 Feb 2012, 12:05
by Emdek
Reg312 wrote:Added new buttons to unit design GUI
Nice, missing thing is own new design button (that green blueprint), own body button (that one for vehicles doesn't really fit there) and moving up weapon button.

Re: Structures by design

Posted: 28 Feb 2012, 15:53
by Reg312
Emdek wrote:
Reg312 wrote:Added new buttons to unit design GUI
Nice, missing thing is own new design button (that green blueprint), own body button (that one for vehicles doesn't really fit there) and moving up weapon button.
this things is just visible stuff and dont need change code
.....
i dont know how make models and i think someone from community can make default structure mode (blueprint)
i think we dont need move weapon button up
"own body button" - i dont know what pictire should be used as "structure body", suggestions? examples?

Re: Structures by design

Posted: 28 Feb 2012, 15:54
by aubergine
I prefer weapon button where it is - it's consistent with droid designer UI.

Re: Structures by design

Posted: 28 Feb 2012, 16:27
by Emdek
aubergine, that empty space is ugly. ;-)
Also it is not consistent, it would be if it would follow placing of buttons in groups like units designer does.
Reg312, maybe tower or bunker image for that body / propulsion button?

Re: Structures by design

Posted: 28 Feb 2012, 16:41
by Reg312
Emdek wrote: Reg312, maybe tower or bunker image for that body / propulsion button?
i've tried create hardpoint icon but i've got ugly icon
so i need icon 20x30 or 25x40 in warone style
i'm full noob with image editing :)

Re: Structures by design

Posted: 28 Feb 2012, 18:05
by aubergine
What about using the small icons you see on the research tab for weapons and structures?

Body icon (blue bunker icon at top-left):

Image

Weapon turret icon:

Image

Systems turret icon:

Image