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"Grenadier (working title)"
Owner: poopants
Showcase Entry: None
Total Entries: 2
poopants
Entry: 2
08/02/2003
01:51 AM
I completed the rifle firing animation stuff. now the soldiers fire their bolt-action rifles and work the bolt in between shots. the kick of the rifle is now timed right with the muzzleflame and bullet creation. (Damn tweening!! ;) )

I decieded to split up the actor events system and the world event system. I soon hope to have much of the artilliry code completed and handled by the external process.
poopants
Entry: 1
07/25/2003
11:49 PM
hmm, first worklog.. stardate..247. nevermnd.
Lets see,
I just redid all of the actor waypoint handiling, now the actors are no longer grouped together in squads, soldiers can be selected individually, given waypoints and told to run them, i can also now select a soldier, give them waypoints, move on to the next soldier and so on giving waypoints, than later go back and have them start running. Thanks to Antony and his 'Line3D' function i have lines on the terrain connecting waypoints as they are made. This as accelerated teh need for a soldier-state gui bar or something that give constant feedback to about what each soldier is doing. I was hoping to put off all the gui stuff till lots later as i dont reallly know what im doing in that department. ;) My diligence in makig everything abstract has paid off I think in that i beleive that should be able to use the same types for my vehicles as I currently use for my actors. I hate OO programming, but it looks like have haveing a specialized soldier type inherit the basetype while the tank/vehicle type also inherits the base type is the best way.

all the bullet balistics stuff is working fine except bullets are not colliding with terrain, thats fine because i have not told them to.

the 3d map editor is stable and working fine for now. There seems to be a problem with the AddMeshToSurface function that Antony posted a while ago, in that Rotation is not gettng saved.
All my nice looking hedgrows are all lining up on the Y axis after i combine them ignoring the rotations. Also the texture colors are looking funny after combining all my Hedges into on mesh. Im not sure if its me or the function, probably me. Im now running almost everything through my event handling system, no hiccups yet. that it for today.

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