Units in SpeedMetal maps - how to make them different per mod?
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Units in SpeedMetal maps - how to make them different per mod?
There are some cheap fusions in speedmetal and speedball. I wish to make them BAR units when launched with BAR? Is it possible to use a different .s3o when a different game launches the map?
Re: Units in SpeedMetal maps - how to make them different per mod?
Not overly familiar with any of the above but most probably yes, even if you have to hard code it in unitdefs_post to replace one with the other.
Re: Units in SpeedMetal maps - how to make them different per mod?
If you know the unitname, then I suppose it's easy to replace those at spawn with a gadget.
- Silentwings
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Re: Units in SpeedMetal maps - how to make them different per mod?
Could modify defs.lua to ignore any units that don't come from the zip?
Re: Units in SpeedMetal maps - how to make them different per mod?
Replacing the unit post spawn seems iffy, as I also want the unit's build icon to be BAR specific. And the ghosted building while placing it should also be the one included modside.
I dont really want to ignore it in defs, as I want BAR to also have the free fusion there, as it is key to the gameplay there.
Also, there are multiple types of free fusions on speedmetal maps.
All in all the easiest solution might actually be just to include the unit separately. Luckily, the unit intended for this ('Mission command tower') is not atlassed by my, but an original Cremuss one.
I dont really want to ignore it in defs, as I want BAR to also have the free fusion there, as it is key to the gameplay there.
Also, there are multiple types of free fusions on speedmetal maps.
All in all the easiest solution might actually be just to include the unit separately. Luckily, the unit intended for this ('Mission command tower') is not atlassed by my, but an original Cremuss one.
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Re: Units in SpeedMetal maps - how to make them different per mod?
Use _posts to detect that a map has included a new unit and replace its table with your own free fusion. Or just re-release the appropriate maps.
- Silentwings
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Re: Units in SpeedMetal maps - how to make them different per mod?
My point is that you would only ignore the maps version of units, in defs.lua, meaning that the mods version would take precendence and be loaded. The unit icons are set by a gadget, based on unit properties, so it wouldn't be hacky to modify it to handle this case too.
Re: Units in SpeedMetal maps - how to make them different per mod?
Oh i definitely intend to re-release the maps, as I can now do them proper justice when updating them :)
Re: Units in SpeedMetal maps - how to make them different per mod?
It would still be better to somehow integrate the procedure in the mod, otherwise there will be lots of maps with a similar name for no reason.
Re: Units in SpeedMetal maps - how to make them different per mod?
I have very little knowledge of map-mutators, but it seems that a lot of functionality is hardcoded for *A games. For example, the free fusion inserts itself into the buildqueues of units with TA unitnames.Jools wrote:It would still be better to somehow integrate the procedure in the mod, otherwise there will be lots of maps with a similar name for no reason.
Re: Units in SpeedMetal maps - how to make them different per mod?
I did a map in which I included units, it's a hacky solution to begin with and creates dependencies that should not be there. Maybe this is philosophical, but for me, map is a piece of land, and therefore should not depend on a game. It's just as logical as having a firestation depend on a bridge (what?). Just saying.Beherith wrote:I have very little knowledge of map-mutators, but it seems that a lot of functionality is hardcoded for *A games. For example, the free fusion inserts itself into the buildqueues of units with TA unitnames.Jools wrote:It would still be better to somehow integrate the procedure in the mod, otherwise there will be lots of maps with a similar name for no reason.
Nevertheless, there are some maps that provide free fusions and that has a good purpose wrt that map. The fusion is a substitute for a limitation in wind/tidal etc, and the mapmaker wants to provide cheap energy.
The problem is that units behave differently in different games, because they depend on a lot of other things than just the unidefs and the s3o. So the map tries to include its own set of stuff, but it never really works well across different games (because it's not suppsesed to). For instance, I included flak-cannons and the noruas/enterprise ship, and they had totally different balance in xta and ba, even though both units were supplied by the map. So it's a hack and that's why you've never done that, because good maps don't include units :)