laser pointer....?
by Architecture@Uni Melbourne · in General Discussion · 01/14/2002 (3:02 pm) · 11 replies
has anyone looked into integrating the laser targeting technology, similar to t2 (that code seems to be missing)
just making sure we arent stepping on any toes before we get started...
feel free to comment on strategies that may benefit your project, thus we can best accomodate all of our needs.
super
just making sure we arent stepping on any toes before we get started...
feel free to comment on strategies that may benefit your project, thus we can best accomodate all of our needs.
super
About the author
#2
actual laser beam, as in tribes or just the red light/ decal on the surface as in half life....?
01/17/2002 (4:58 pm)
preferences.....actual laser beam, as in tribes or just the red light/ decal on the surface as in half life....?
#3
the laser beam thingy is too obtrusive... more people know you're aiming for them that way =)
01/17/2002 (5:08 pm)
half life stylethe laser beam thingy is too obtrusive... more people know you're aiming for them that way =)
#4
We have an instance where we'd like to to increase the visibility of a player, and of his targets, to assist teammates in reacting - a laser pointer's remarkably like what we'd all be describing as something very different. ;]
***heads off to reinvent more wheels
01/17/2002 (5:19 pm)
Just for form's sake I'll mention that we could make use of the beam style laser pointer.We have an instance where we'd like to to increase the visibility of a player, and of his targets, to assist teammates in reacting - a laser pointer's remarkably like what we'd all be describing as something very different. ;]
***heads off to reinvent more wheels
#5
I am finding myself simply reinventing wheels for this environment (synthetic/ digital/ virtual, whatever..)
Im sure i should be sitting down and considering some alternatives, at the risk of over doing scifi approaches.
eg: need to record screen images.... solution = make camera shaped weapon with doScreenShot (); function.
it just seems wrong.
a camera has no business inside a game, its just a cheep symbol/ icon dragged across from the "real" world.
01/17/2002 (6:49 pm)
we are sort of leaning in favour of te hl one too ian...I am finding myself simply reinventing wheels for this environment (synthetic/ digital/ virtual, whatever..)
Im sure i should be sitting down and considering some alternatives, at the risk of over doing scifi approaches.
eg: need to record screen images.... solution = make camera shaped weapon with doScreenShot (); function.
it just seems wrong.
a camera has no business inside a game, its just a cheep symbol/ icon dragged across from the "real" world.
#6
As far as C3 is concerned, using the laser pointer feature on the sniper rifle increases your accuracy.
Plus, simply from a "cool" view point, it's a nice addition.
01/17/2002 (7:32 pm)
For sheer game balancing, there's no problem with adding a laser pointer. Those that played the original Quake-based Team Fortress, or the more recent Halflife mod thereof, will remember what it was like to see a swarm of red dots moving around...you knew that a sniper was there and were far less likely to venture out.As far as C3 is concerned, using the laser pointer feature on the sniper rifle increases your accuracy.
Plus, simply from a "cool" view point, it's a nice addition.
#7
01/18/2002 (5:07 am)
Isn't a good idea to make a laser pointer with both a beam and a decal? A variable could decide the visibility of the beam, and if the visibility is zero then it's simply not rendered. An animated "1D texture" could also be used to let the visibility change, like in moving smoke.
#8
that would help the person sniping =)
01/18/2002 (10:19 am)
perhaps adding a function to turn the laser pointer off and on?that would help the person sniping =)
#11
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=3167
01/19/2002 (4:36 pm)
moved to:www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=3167
Ian Wheat