Spring WD, the return. - Page 5

Spring WD, the return.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Spring WD, the return.

Post by smoth »

Could use more details as that is a bit ambiguous but yeah
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Spring WD, the return.

Post by bobthedinosaur »

multi air transport? yes. A transport that doesn't act like an atlas? no
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smoth
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Re: Spring WD, the return.

Post by smoth »

bobthedinosaur wrote:multi air transport? yes. A transport that doesn't act like an atlas? no
explain
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Spring WD, the return.

Post by pintle »

The Cursed has a dropship that does flyby drops of multiple units.
GRTS has transports that carry multiple units within itself (fully enclosed)
XTA has multiple unit capacity transports that eject the transportees upon death (who subsequently take falling damage)


...it has been done a few times in various ways.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Spring WD, the return.

Post by 1v0ry_k1ng »

EE helicopter transports dropped units from the sky awesomely. it did however pick them up in the same retarded manner as ever.
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bobthedinosaur
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Re: Spring WD, the return.

Post by bobthedinosaur »

sorry. You can drop units form the air now, and units can go inside an air transport, but it will still behave like an atlas. You can't land to load/ unload.
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smoth
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Re: Spring WD, the return.

Post by smoth »

yes you can.
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bobthedinosaur
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Re: Spring WD, the return.

Post by bobthedinosaur »

how exactly?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Spring WD, the return.

Post by smoth »

custom command which forces unit to land

on land detach picked up units

pure lua(LOL)
custom command to load units(stores stats of nearby units, kills them)
custom command which forces unit to land
on land (respawns units using stored stats)

every do the hustle do dooot doo doot do do do
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bobthedinosaur
Blood & Steel Developer
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Re: Spring WD, the return.

Post by bobthedinosaur »

Show me an example. You can't just answer with "lua magic! *twinkle *twinkle".
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smoth
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Re: Spring WD, the return.

Post by smoth »

bobthedinosaur wrote:Code it for me. taunt.
no
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Spring WD, the return.

Post by bobthedinosaur »

It sounds like you are make an assumption without actually have experimented. Try it out. Go to the lua forums and find my code. You can use it as a start.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Spring WD, the return.

Post by smoth »

You are making the assumption that I don't know what I am suggesting. I would not tell you it was possible if I didn't know how. However, being that gundam is a one person show and I am stuck doing my crap alone, I need to focus only on that. I might help people with things when I get time but I have resumed my professional career and am continuing my work out regimen.

2 of my side projects involve creation and destruction of units.

gundam involves custom commands and much of my current work outside of handling the new ui stuff is doing them. you can make the unit move somewhere and if you really wanted to you can even force it to move to a location. An example would be jumpjets, even though it is not my code it is an example of such a thing.

Every time someone goes "I cannot do this" and then claims it is impossible in the engine I cannot stop my work and then do their task. Are you going to come in and solve gundam code for me? would there be an exchange of any sort? no. So the best thing I can be doing right now is to at least tell you it IS possible and then get my own work done because while what I am doing is NOT what YOU want SOMEONE ELSE may need it.

I am not your servant and I will not be goaded into the position. I just spent last week helping kaiser with some base code for his stuff. I would be more willing to help if I had been given a request or seen a need but being challenged into coding, no I am not here to prove anything and don't think that will ever motivate me to code for someone.
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bobthedinosaur
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Re: Spring WD, the return.

Post by bobthedinosaur »

Check your PM to avoid thread take over of GZ's WD progress.
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Bosniarat
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Joined: 18 May 2011, 19:14

Re: Spring WD, the return.

Post by Bosniarat »

This Mod Sounds great! Do you have any screen shots?
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Spring WD, the return.

Post by Wombat »

im still waiting for 'i-need-list'. i bothered scavenging a bit lately and i dont mind sharing findings that u might possibly be interested in.
pawelnrg
Posts: 10
Joined: 19 Dec 2008, 23:51

Re: Spring WD, the return.

Post by pawelnrg »

in future if/when WD be finished is be like outer mod option in installer (what people can chose for download/install) or that be separately???
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Spring WD, the return.

Post by AF »

The limitations involving the 2 methods of loading and unloading of units in TA do not apply in spring, and any combination of the two is possible.

Coupled with lua we have such wonders as:
  • Magic Zwzsg stargates that work better than the TA versions
  • Chains of units that attach to eachother like flailing snakes ( where's the video gone =s )
  • Flying buildings ( very early zwzsg experiment that could probably be done better these days )
  • Units falling from transport planes with parachutes
  • etc
Failing that, the entire transport load system could be completely rewritten in lua.
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