R.E.A.R.M. - "Rearmament Expansion And Redesign Mod" is an unofficial Homeworld 2 expansion and it adds number of new interesting and various units.

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Report RSS Destroyer Update 6 (view original)
Destroyer Update 6
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Hell_Diguner
Hell_Diguner - - 3,645 comments

I'm still trying to figure out why the closed arm can't be made to dissapear when the animation for the arm opening starts. Can't the animated arm be made to move down into the closed position when the module is built (and the module itself doesn't have the arm modeled at all), and then when the def field is activated, the animation continues (by opening up). Or maybe have two seperate animations, one that sits in the closed position, and it dissapears when the opening (and staying open) animation starts? Or have you tried that, and know something more that I don't?

I gotta admit though, your disguising of the closed module arm with the opening and opened animation is brilliant.

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Pouk Author
Pouk - - 4,802 comments

Surprisingly the discussion started under the first picture (update 5), it's explained there. I know, it would work great that way, but this is my best. I can't make the game to detect the destroyed subsystem so it can run the animation, I don't even know if it's possible. If it is and someone who can do it will make it work, I'd like to use it, but it won't be me who'll pust this thing any further.

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Hell_Diguner
Hell_Diguner - - 3,645 comments

Yeah, okay, I read the comments on the second pic afterwords. So basically it's a problem with detecting the built/retired state of the module. Perhapse somebody will figure out a way to transfer turret animations to non-turret uses someday. Because there's gotta be some way to turn the module into a turret, remove the rotation and weapon firing ability, and connect the elevation ability with the activation/deactivation of the defense field.

Until then, you have a fantastic faked module animation. I can see now that it should be easy to do the animation for the missile launchers. Triggering the opening and closing animations might be a different story though. Hopefully there's a work-around.

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Pouk Author
Pouk - - 4,802 comments

I don't see how would the turret help.

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mololu
mololu - - 1,484 comments

Turret animations aren't the same.

Rotating and recoiling is determined by the weapon file, not an animation. Thus they can't be tied to any other animation as they use an entirely differnt system.

Missile launchers opening and closing is again possible but I'd avoid using a subsystem at all - just overlay an 'invisible' subsystem over the main ship which uses the animation. This will however not work for the modular destroyer as the torpedo weapons aren't always there.

HW2's subsystem system is... crap. Honestly, it's the one damn thing in the game which is just completely lacking from A to Z when it comes to functionality.

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Pouk Author
Pouk - - 4,802 comments

Also I forget to mention one detail, that there's Modular turret in the background.

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lol1234
lol1234 - - 1,765 comments

which is it? larger item in background or the smaller thing in the background?

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Pouk Author
Pouk - - 4,802 comments

The smaller one (it has half ion and half kinetic turrets). The larger one is Supercarrier -Carrier in the size of a Battlecruiser with similar weaponry.

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BurningSky93
BurningSky93 - - 122 comments

Is that a new badge I spy? Looks pretty good

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Pouk Author
Pouk - - 4,802 comments

It's not brand new, but it wasn't in the last release, so yes.

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RDK9
RDK9 - - 3 comments

Hey i had an idea a couple of minutes ago, For a new weapon for the destroyer, you know how you have pulse lasers on the nose why not have them for the rest of the weapon slots like a double barreled version of the pulse gunship's weapon?

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Hell_Diguner
Hell_Diguner - - 3,645 comments

I'm going to guess that when the new "Gunboat" ship class (between Frigate and Corvette) is implemented, there is going to be a huge renovation of the other ship classes to have more anti-corvette and anti-gunboat weaponry options.

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Pouk Author
Pouk - - 4,802 comments

Hell_Diguner: Yeah, maybe. I don't know how the Gunboats are going to affect the gameplay. If they will be efficient enough, their presence will of course affect the weaponry.

RDK9: But the lack of anti-corvette weapons on MDD is intentional. You know they need to be weak against at least something...
There are not going to be any pulsars on MDD.

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lol1234
lol1234 - - 1,765 comments

dear god.... i know ONE word to describe this..... AWESOME!!!!!!

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Pouk Author
Pouk - - 4,802 comments

thanks

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Description

I'm pretty sure everyone will miss the previous picture exactly as with the Destroyer update 3, but it doesn't matter, the picture is almost the same, except the module is open there.

And yes, it is animated, more info in the short video.

1680 x 1050 px. Unedited screenshot.