Close combat units

Close combat units

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hangyaoy
Posts: 3
Joined: 27 Jul 2016, 11:33

Close combat units

Post by hangyaoy » 18 Oct 2019, 23:57

Sorry for trivial question.

Can I create close combat units in spring engine?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10237
Joined: 24 Jan 2006, 21:12

Re: Close combat units

Post by PicassoCT » 19 Oct 2019, 05:00

Yes, but animations are difficult

To elaborate more in depth. Spring provides no adhoc physical simulation for "real" close combat, cause nobody can do that reliable.

Most rtses use instant hits.
Animations are either broad (huge swing, generic hit animation), allowing for units to be still free moving. Or coupled animations, where one unit basically transports the other during engsgements(Finnish moves in dawn of war).

A third option in theory was to have kinemTiks for the units run on a gpu and have real ragdoll physix per unit.

Did not see that anywhere yet.

Close Combat has priority for me though. All the visually appealing combat in cinema is either close combat or close ups ob Ranged Combat. We didn't venture into the savannah for artillery duels.
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ThinkSome
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Joined: 14 Jun 2015, 13:36

Re: Close combat units

Post by ThinkSome » 24 Oct 2019, 20:15

The Cursed has them.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10237
Joined: 24 Jan 2006, 21:12

Re: Close combat units

Post by PicassoCT » 24 Oct 2019, 22:12

Cursed them for their sudden but inevitable betrial
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Forboding Angel
Evolution RTS Developer
Posts: 14600
Joined: 17 Nov 2005, 02:43

Re: Close combat units

Post by Forboding Angel » 25 Oct 2019, 02:07

Invisible lasers work well for this.
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azaremoth
Cursed Developer
Posts: 538
Joined: 17 Feb 2005, 22:05

Re: Close combat units

Post by azaremoth » 25 Oct 2019, 08:35

I did use invisible Cannon type weapons in the Cursed. That also works nicely.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10237
Joined: 24 Jan 2006, 21:12

Re: Close combat units

Post by PicassoCT » 25 Oct 2019, 09:09

If you want to get drastic, both types should work.

Spring.GetUnitLastAttackedPiece

Should give you the last attacked piece, and if you follow the piecemap down recursively allow you to sever arms, heads and legs. Plausible animation afterwards might be difficult.

Ps, you can e en drop limbs to the floor. Just reverse all unit rotations from root up to the limb and then treat it like aphysim
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Forboding Angel
Evolution RTS Developer
Posts: 14600
Joined: 17 Nov 2005, 02:43

Re: Close combat units

Post by Forboding Angel » 27 Oct 2019, 11:08

Honestly not really needed. You can use hitbyprojectile or whatever it's called and have sparks, blood, oil, etc fly when the unit is hit.

I would say invisible lasers is better because no possible drop and they don't suddenly just not hit if you give them insane velocity (like cannons).

Technically we have a hitscan weapontype, but it's garbage.
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