So, one of the features that we haven't really touched upon in a while is how we are physically going to handle para dropping. danpaul88 has fixed up his old script and recorded a video for you guys to check out.
Currently the allies can para drop by poking a terminal, but this will be changed as the radar structures and tech airport are brought into game. My initial plan was to have a para-troop queue, in which players could meet at a set location and para drop if they were a basic infantry character. But seeing as we have the potential to do so much more now with scripts 4.0, we are thinking of new ways to accomplish the organisation of a paradrop, perhaps with an overlay or keyhook. We'll see how it plays out, but rest assured; we'll get a functional and useful para drop logic implemented into the first AR patch (if not before).
Take a look at the video showing how far we've gotten with the para drop logic so far. The final implementation will be far superior to this early test.
New IFV Rocket Turret
dtrngd has been working on getting the IFV's ready for unwrapping. Whilst he was doing this, he had a go at modelling his own rocket turret for the basic rocket IFV. We thought it was so much more RA2-alistic than the old one, so we have formally adopted it as the new IFV Rocket Turret. We shall probably update the Patriot Missiles in light of this.
Next on dtrngd's list is the Machine Gun IFV, which should end up awesome. It pays a small homage to a certain tabletop game that is enjoyed by many people worldwide, so watch out for that one soon!
After looking at our soviet wall model, Occult saw it fit to go and remake it before he started unwrapping.
This is the model of the soviet walls that you will see ingame. Occult has also made it easier for mappers by splitting the walls up into pieces, meaning that sections of wall can be placed really easily and custom wall layouts are really easy to do!
cfehunter has completed the texture on the Allied Pliers and they are now heading in to be rigged. I talked about this weapon a lot last week, so I'll cut straight to the chase. (Haha, cut! See what I did there?)
We are looking for extra staff members to join our ranks!
At the moment we are looking for:
What we are looking for in a 2d artist, is someone who:
- is enthusiastic about working with the BHP Apocalypse Rising Team.
- has spare time.
- will be active in the foreseeable future (a.k.a we don't want you running off).
- is competent at creating their own 2d textures.
- is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule).
PM One_Winged_Angel with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any.
Check out the main blog here.