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ELEMENTS THAT SHOULD WORK IN MULITPLAYER: Revision 3C
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BIONITE:ORIGINS: Revision BIAR31_5 Build Notes
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Vehicle Animations that should replicate:
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Vehicle Animations that replicate:
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1.Bayo 
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1.Bayonet
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WINGLETS: at rear should rotate back when the vehs exceeds 1000 then rotate back to the trim state when the veh velocity drops below 1000
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the default position for this amin is parallel to the ground
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CENTER fan: should rotate at a constant rate when veh is occupied
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MIDDLE fan: should rotate at a constant rate when veh is occupied
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TOP wing: should yaw with vehicle strafing (not sure if it works with the mouse turn)
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REAR knobs: should rotate at a constant rate when veh is occupied
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FRONT spinner: should only rotate with gun fire
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BARREL animation: front barrels should animate kickback when weapon fires.
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2.Rhino 
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WINGLETS: at rear should rotate back when the vehs exceeds 1000 then rotate back to the trim state when the veh velocity drops below 1000
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the default position for this amin is parallel to the ground
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TURBINE SIDE fans: the fans inside the turbines should rotate when the veh is occupied
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TURBINE SIDE bottom: there is an animation on the bottom of each turbine that open and closes when the driver starts the engine.  This will be visible at spawn.
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BARRELL animations: center cannon has two parts (two stage) that kickback with the firing of the cannon. the dual barrels on each side should animate kickback when the minigun weapon fires.
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3.Longbow
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REAR Engine: dual rotation
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SIDE Engines: dual rotation - NW 
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GUNMOUNT top: opens when pilot sets the weapon to "activated", then closes when set to "deactivated"
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REAR Engine: slides backwards with velocity change. NW
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BARREL Anims: barrel kickback
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GUNMOUNT top: opens when pilot sets the weapon to "activated", then closes when set to "deactivated". toggles with the G key. 
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BARREL Anims: barrel kickback -NW
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4.Lynx
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NOTE: The Lynx is not set up currently. 
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SIDE WIngs: rotate with vehicle direction
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BARREL Anims: standard one stage kickback
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SIDE Wings: articulate when turning.
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5.Mortar Bike
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TURBINES in Wings: will rotate maybe in a later build.
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SIDE Wings: articulate when turning. - NW
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FRONT Mortar Barrels: rotates based on wheel mouse position.  
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TURBINES in Wings: will rotate maybe in a later build. - NW
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BARREL Anims: none
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BARREL KickBack: right side barrel animates when missle fires.
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RELOADING Anim: Runs animation to reload missles only after one has been fired.
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TURNING Anims:  One side of veh rotated up or down depending on the direction of turn.
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BARREL KickBack: right side barrel animates when missle fires. - NW
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RELOADING Anim: Runs animation to reload missles only after one has been fired. NW
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Wolf - next build
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TURNING Anims:  One side of veh rotated up or down depending on the direction of turn. NW
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Iron Horse - next build
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7. Wolf - next build
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8. Iron Horse - next build
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9. Hauler - next build
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HDI - The HDI widget is a readout of the vehicle hull health. the code is tied directly into the damage system of the mesh and should give accurate health levels for the area on the hull it is tied to.  
48+
All the vehs, gun towers, turrets and main objectives have damage morphing, damage masks and damage springs (gibs) that should be working. (except the Mortar Bike)
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HUD Elements that should be seen by the pilot:
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HDI (Hull Damage Indicator) - The HDI widget is a readout of the vehicle hull health. the code is tied directly into the damage system of the mesh and should give accurate health levels for the area on the hull it is tied to. Each time the player is hit by a projectile or damages the veh by impact, the widget will indicate the location (red line) of the damage. As the area if the veh takes more damage, the color of that area will change red, with no damage being 100% alpha. The widget will also indicate how much health is remaining for that bone in the number readout.  This widget is the basis for an expansion into a highly detailed simulation of the vehicle condition as it relates to damage.  We will add detail effects to simulate various types of damage (eg cockpit damage resulting in air leaking SFX and hazard indicator light flashing on the dash) to the vehicle components. 
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1. Weapon type
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2. Weapon select
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3. Ammo amount
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4. Player health
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5. Vehicle velocity
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9. Direction Bar
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7. Objective icon, Main Pump
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8. Objective icon, Secondary Pump
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9. Direction (roll) Bar
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13. Dash Type
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11. Thump Charge
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12. Thump Count
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13. Dash Type - changes with veh type
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14. Player Name 
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18. Player Score
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16. IMI Team score
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20. Objective taking damage
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18. Player Score, Kills, Deaths
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22. HDI: set based on veh type
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23. Team Icon
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20. Objective taking damage - NW
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21. Game Timer
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22. Team Icon, IMI or Rebel
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23. Enemy Target - Red target indicator:enemy name, health, ammo, distance. - ammo and health NW 
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24. Number of freindlys remaining (TDM )
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25. Number of ememies remaining (TDM)
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The minimap should register a unique icon for each asset type.  Also, the minimap icon colors are based on the teams.  RED = enemy. GREEN = friendly.
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26. Squads
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SQUADS:
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Enemy Veh:
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The Vehicle Selection Menu has a selection box to join a squad during a MP game. Currently the pilot needs to pick a squad to join or select the "autojoin" button. The pilot can elect to be a squad leader by selecting the "sqd leader" button.  Once in the game, the squad widget is located on the right side of the screen. As people join squads, the members of the same squads are represented by the vehicle icon.  The vehicle icon in the squad widget indicated which veh the squad member is currently in, the current health of the vehicle, the pilots name and if that pilot is the squad leader.  Squad leaders can select targets or waypoints for the members of their squad by using the B and X (or Z) keys to select a target to attack or a location on the map. When a target is selected by the sqd leader, a red target indicator is attached to the target in each of the squad members HUD. If a waypoint is placed by the squad leader, the navigation beacon is placed on the landscape and is indicated in the minimap.  The squad leader can place up to 5 nav beacons in one map and select the nav beacon using the 1-5 keys and the 0 key to clear all the nav beacons.  In order to destroy a nav beacon, the squad leader must select the navigation beacon and press the "delete" key. 
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Friendly Veh:
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The minimap should register a unique icon for each asset type.  Also, the minimap icon colors are based on the teams.  The map of the map should scroll up and down, depending on the players location.  The radar indicator should rotate with the player rotation. 
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RED = enemy. GREEN = friendly. YELLOW = squad member
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Guntowers:
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Turrets:
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Enemy Veh: red dot
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Friendly Veh: green dot
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squad: yellow dot
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Main Gen:
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Sec Pump:
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Prim Pump:
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reselct Veh: 'Q' key
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KEY MAPPING:
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Targeting Overlay: 'M' Key
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POV: 'V' key
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dash visible: 'O' key
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select Enemy: 'B' key
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Veh Menu: 'Q' key
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weapon select: rght mouse
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4. Laser Ret:
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Activate Longbow weapon: 'G' key
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Mortar Bike Weapon: MouseWheel
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6. Missle Ret:
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Drop Squad Nav Beac: 'X' key
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Turbo / JJ: Space Bar
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Launch Baddass Missle:
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FP: The camara is tied to the veh yaw and pitch. The camara rotates based on input from the mouse. The camara will roll based on the mouse Y axis inputs.  The aiming works with the mouse X axis.
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TP:
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1. Tri Tip Ret:
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2. Dual Round Ret: 
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3. Triangle Ret:
114
4. Laser Ret: round reticle with lazer recharge indicator and target indicator
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5. X Ret:
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6. Missle Ret: Square reticle with range distance indicator, target indicator, missle count in inventory
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7. Minigun Ret:
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Camera Movements: 
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FP: The first person camera is tied to the veh yaw and pitch. The camera movement rotates based on input from the mouse and strafing keys (NW). The camera will do a full roll based on the mouse Y axis inputs and a partial roll based on the inputs from the keys.  The camera should rotate back to the neutral position once the mouse has zero input on the Y axis. 
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When the vehicle encounters a slope of more than 5%, it will switch the camera roll controll to the vehicle only. This is so the camera will tilt with the angle of the tank on the slope, if it turned paralell to the slope. (currently has a bug where it will snap between controls).
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The player should be able to login using the "OPEN" command in the console.  THis will be replaced with a lobby and "Join" button.  After the player logs into the server, then they can choose a veh to spawn in and the weapons loadouts.
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TP: The third person camera is tied to the veh yaw and mouse X only. The camera roll is stationary.  
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The camera should pitch slightly forward when the turbo is fired on the Bayonet.
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The camera should shack slightly when impacted by an impulse.
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The camera on the Rhino should shake when the jump jet is fired.
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Aiming:
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FP: The veh aiming is tied to the veh rotation and yaw. The mouse pitch (X axis) controls the aiming rotation pitch. The aiming works by calculating the vector (direction) of the projectile from the weapon barrel to the X axis location of the mouse on the canvas.  The aiming should follow the direction of the tank first, then the position of the Mouse X on the canvas.   
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Turbo / Jump Jets:
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The turbo is set up on all the vehs except the Rhino.  By holding down the space bar the turbo will fire so the top velocity will increase by 1.5x. The turbo runs on a timer indicated by the HUD widget. Once the spacebar is released the turbo will not fire again until the HUD indicator is back to 100%. 
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The Jump Jet is set up on only the Rhino atm and works by hitting the space bar. The JJ impulse will fire each time the space bar is pressed, but get weaker as the vehicle get farther above the ground. It will be set up so it can not fire until the Turbo indicator is back to 100%.
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Thump Weapon:
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Game Objectives that should be seen replicating:
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FENCES: The Electric Fences in the Game are for protecting the Primary Pump and the Primary Generator.  When the Secodary Pump is destroyed by the offence, the fence around the Primary Pump goes down.  When the Primary Pump is destroyed, the Fence around the Main Pump goes down. When the Fence goes down, the mesh should not be visible, nor the collision enabled.
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PRIMARY PUMP: When this is destroyed, the Fence around the Main Gen goes down.
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SECONDARY PUMP: When this is destroyed, the Fence around the Prim Pump goes down.
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MAIN GENERATOR: When this is destroyed, the round ends. {causing crash in current build}
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Each of the the Game Objectives are skeletal meshs.  Each one should be replicating the animation and when it is damaged, the damage mask. When the objective is destroyed, the Gibs will fly off and a destroyed part system will fire.  THe Gibs are !bAlways relevant, so they will cull at a set distance.  The Objectives are bAlwaysRelevant and should never cull out.  Each Objective has a damage morphing (localized damage) and 3 step LOD system, that should replicate. As each mesh is damaged, it should replicate a damaged part system that increases the effect with the amount of damage.  The Objectives are not currently set up to be repairable, but we could add that feature later.
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Game Login:
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Until the MP menu is completed we are lauching the menus in the console. To log into a MP server, open the console (~key) and type "OPEN [IP address}". 
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Game Restart:
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The game restart sequence depends on the game type:
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watch for FR loss in areas with dust particle part system.
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watch for FR loss around models with vertex animation.
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STANDALONE: The game ends when the game timer runs out or the main objective is destroyed (siege).
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CAPTURE AND HOLD: The game ends after the game timer has run out or one team has accumulated enough points to win the match.
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At the end of each match a scoreboard is launced and the game is paused until the player presses the fire button or esc key. 
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SCOREBOARD:
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Sounds:
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Ambient:
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Vehicle:
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Player Scoring:
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Stats Tracking:
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Guntowers and Turrets:  
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Weapons:
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cannon
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gun
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laser
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missle
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rocket
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plasma
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mortar
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mine
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Menus:
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MAIN:
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OPTIONS:
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SINGLEPLAYER:
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MULTIPLAYER:
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VEHICLE:
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Knows bugs in this release: 
187
1.The pilot name is one spawn behind.  the enemy target is picking up the old player name.  if the player name reads "LtFEED" it is in the default and the pilot needs to select another name in the Menu.  the enemy target ret name readout wont work until the name of the enemy it is targeting reads "william", "bert" or "fred" in their hud. <<FIXED>>
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2.The projectile from the Guntower is not causing damage.
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3.The Turbo is running after the indicator reaches zero
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4.The ammo indicator is resetting back to zero with the weapon switch (caused by respawning weap each time weapon is switched). 
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Pending Projects:  
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Veh nose pitch, gun tower aiming, aiming lead indicator for reticles, UDP for network, Listen server bugs, call sign login text input, squads and squad leaders
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Notes:
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Watch for FR loss around models that have animation (eg rotation or moving parts, flags, etc).
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Watch for the Gun Tower target, it should have only one target