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Alpha Team Vanguard
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About Jeronimo

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    Novark Citizen

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    Designing / Building / Scripting
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    Gold Founder
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  1. I dlike react about the new lua parameters panel. First of all, very very very nice addition, a big step forward copyrights protection i feel For having already played with it, first thing is obvious, and can be noticed on the panel announcement rendering picture the panel isnt large enough and long parameter names step over the changeable parameters line Then, - exported parameters like true / false arent supported - exported parameters are randomly displayed in the panel, not following the order they are in the script - some parameters are missing - number of parameters is limited, but appears that a scrolling function already been implemented, just not working yet as intended (the panel get stretched off screen) - parameters arent selectable by clicking and dragging mouse over As for some suggestions, would be very nice to be able to classify those parameters into categories For example using --export:Flight_control, to have a separate panel titled Flight_control with the different parameters we would setup in Now, really looking forward the updates that will come about this new feature, and play more with it
  2. discordauth:WJfIzC8fX5H9QEiuD9FbKYJSpGYezfLfpvhzGrNRtBE=

  3. but here guys are 2 examples of 3rd person lock and fire, not fps
  4. In theory this is very accurate, but you only demonstrated CvC, what about AvA? Does anyone have a lock and fire system reference game for AvA? (Avatar vs Avatar) The only one i have is Final Fantasy 14 online, but its not in first person, or minecraft using a hacked client with auto lock target and aura, but its unplayable
  5. Few questions about combat system: - will avatars take same amount of dammages on every points of the body? - will there be one shot kills? (head shots) - what are missing chances on moving targets? - will there be some dodge moves for avatar controls? - what does lock means on moving targets? first person cursor will keep following moving target? or lock just means locking at a fix position and moving target could easily move out? - what are chances in AvA to escape from an unknow hidden positionned fire assault? - in CvC what are chances to dodge while beeing chassed? - in CvC will we need to aproximatly apreciate the distance and movement speed of a target before locking and firing? - in one seat combat hoovercraft, will there also be the lock and fire system?
  6. no idea. it might be more simplified than that. maybe they will just retain the original LUA syntaxes, and implement their own functions proper to the game mechanics, and in future releases, implement new functions
  7. its all about the functions they will give us for the LUA. check LSL content. they will base ingame scripting syntax on LUA, but implement their own functions... if they dont implement a function to call for external data, you could try any function you ll find on internet about LUA for that, you will never compile your script ingame...
  8. we are here in very early stage, where speculations on theories and words make people waiting for something that will be completly different in reality at release. i seriously doubt of the role of 95% of a crew in a ship during a space travel. travels might be very long, from multiple hours to days, and exept the piloting crew, if no encounter happen, all others will be totally useless, and be just passengers, or stewart if you like animating. i also seriously doubt building tool will be enabled on moving ships aswell, making youself even more useless. so even the crew that has no occupation related to the ship will be only but just waiting for some action. i imagine that people in ships will be so nervous doing nothing but walking way and back in corridors, will take a turret control and open fire on what ever appears in their sight. i also imagine that people dont have hours to waste watching someone else having all the fun piloting the ships, disconnecting for a while, during the time to destination, and reloging in a completly destroyed ship with the message "you are dead, press ok to teleport to the ark"
  9. one other thing is that NQ wanna control 100% of DU s content. and wanna completly split it from real life. functions that will call for external databases might be used against NQ will
  10. sorry, was a reference but didnt wanted to bring up the name of Second Life. LSL is the name of the scripting language they use. and it is based on C. so if you dont know, Second Life is a %100 ftp virtual world, released in 2003, and is entirely %100 built ingame by players. it has a very powerfull building tool based on prims, and a very complete scripting system. Second Life has implemented a lot of functions to call for external databases, for reading websites adresses, displaying online videos... scripting possibilities are absolutly endless. at a point that you could design and build a gameboy and run a self scripted mario. but the freedom of Second Life has a price, and attracted tons of trolls and griefers, what NQ wanna avoid and this from begining check LSL wiki for a list of functions they have ingame. see if there is one your topic idea is refering to. http://wiki.secondlife.com/wiki/Category:LSL_Functions
  11. theorically this is available for voxel construct build from sold blueprint in a 3d printer. not sure if blueprint will save the edited scripts. probably not
  12. so for each ship active element there will be their own display element? thought that will be a lot of work for dev team, but why not. or, dev team develope a few types of display elements, gauge, loading, pie chart, and leave you the choice to choose the one you want to display the active element you want. beside, i heard about html5 displays, not sure if they will be scriptable for this kind of things
  13. been published that for now any scripts will be open source
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