FullHealthFactory

FullHealthFactory

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trepan
Former Engine Dev
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Joined: 17 Nov 2005, 00:52

FullHealthFactory

Post by trepan »

Thought I'd post a notice as this change affects all mods...
(all mods that use factories that is ;))

Code: Select all

Last modification: Rev 3642 - trepan - 2007-04-19 12:50:02 +0200 (Thu, 19 Apr 2007)
Log message:
* Changed the code so that units can leave the factory as soon as they are
  completed (buildProgress >= 1.0), and not have to wait for (health >= maxHealth).
  [Fang's request]

Code: Select all

Last modification: Rev 3643 - trepan - 2007-04-19 13:15:00 +0200 (Thu, 19 Apr 2007)
Log message:
* Added the 'fullHealthFactory' FBI tag
  (controls whether or not a unit can leave the factory if it is not at full health)
I forgot to mention it in the SVN commit message, but the default
setting is: FullHealthFactory = 1 (backwards compatible)
Archangel of Death
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Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

That apply to the factory or per unit?
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

really cool thanks trepan..
Tobi
Spring Developer
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Post by Tobi »

Are there actually people who consider the current (fullHealthFactory=1) behaviour correct and the fullHealthFactory=0 behaviour broken?

Because personally I'd have treated it like a bug and not made a new tag for it.

I mean, backward compatibility is nice, but not at all costs.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

There's very little cost involved (especially if you are talking about
computational cost). I'll change the default to false, and then remove
the tag after a release if there are no objections.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Does it affect buildings as well?
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KDR_11k
Game Developer
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Post by KDR_11k »

For buildings it's only that the con repairs any damage that was taken dduring construction, units remain immobile until they have full health (perhaps they didn't pass the factory's QA :P)
Andrej
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Joined: 13 Aug 2006, 18:55

Post by Andrej »

Afaik currently you can choose to get the unit repaired to full hp before exiting or get it out immediately by canceling the factories build queue, it would suck if it got hardcoded to always exit:/:/:/
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KDR_11k
Game Developer
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Post by KDR_11k »

Why? Just repair it afterwards, your factory can start on a new unit immediately.
Andrej
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Post by Andrej »

Repair with what? That is mod dependent talk.
If only factory can build/repair for example that is not possible.
The factory can start on a new unit immediately dont know what you saying??
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KDR_11k
Game Developer
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Post by KDR_11k »

If your unit comes out with less than full health it has been damaged by attacks. If the mod design wants such damage to be permanent, well, damage during construction counts as well.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Make it possible to run the units out of the factory even when they arent half done :D

Like ghost units which dies in a time...

Damn that would be awesome o_O Could make some new kind of mod with that kind feature... So you could define when they can run out, in percents, like "canrunout=50", so unit could run out of factory, when it is more or equal than 50% ready.
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Zydox
Lobby Developer
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Joined: 23 May 2006, 13:54

Post by Zydox »

Heh...
With TradeMarks suggestion I see a factory that spits out units with 2% health that's then repaired by nanoturret farms on repeat repair :-)

Could be nice though... well... time to stop thinking about spring and get back to work...
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TradeMark
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Post by TradeMark »

Zydox wrote:Heh...
With TradeMarks suggestion I see a factory that spits out units with 2% health that's then repaired by nanoturret farms on repeat repair :-)
Oh yeah, but what if you couldnt repair them afterwards?
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