MTR ( ? ): Bridge unit!

MTR ( ? ): Bridge unit!

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Charlemagne
Posts: 174
Joined: 18 Apr 2005, 17:59

MTR ( ? ): Bridge unit!

Post by Charlemagne »

In old TA someone had made a (very buggy and laggy) bridge unit. Now we have spring, but no bridge units (or buildings).

So, now I ask thee, modders and developers, is such a thing possible? Making a unit with a large, flat surface on it that other units could walk over and use as a bridge for crossing water?
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

perhaps indirectly, as a unit that loaded other units, then unloaded them on the other side... make it have move speed of 0 (unless its a mobile bridge! :P), i guess...

can structures be transports?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

That's uhh... exactly what the OTA one did.

It's a pretty crappy non-intuitive design, really... it'd be better if the engine could just support it natively.
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Johns_Volition
Posts: 134
Joined: 05 Jul 2006, 21:17

Post by Johns_Volition »

one day, son, one day.

Anyway, am I right to assume that the current pathing system would never ever ever be able to support something like this?

Oh and if it ever comes onto any devs todo list, dont forget to make them destructable and reconstructable (like c&c)
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

passage over sea with 60 odd hardness
restore to uh restore the bridge
sure boats can go under. but they normally can't in other RTS games =)
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

Gnome wrote:That's uhh... exactly what the OTA one did.

It's a pretty crappy non-intuitive design, really... it'd be better if the engine could just support it natively.
...

well i didn't know about the OTA bridge :P
JohnsV wrote:Oh and if it ever comes onto any devs todo list, dont forget to make them destructable and reconstructable (like c&c)
if we ever get bridges/roads, we need this...
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Drone_Fragger
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Post by Drone_Fragger »

*cough* huge swarms of air transports ith repeat orders *cough*
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

Drone_Fragger wrote:*cough* huge swarms of air transports ith repeat orders *cough*
*cough* thanks everyone knew that it would still be nice to have this feature *cough*
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Erom wrote:
Drone_Fragger wrote:*cough* huge swarms of air transports ith repeat orders *cough*
*cough* thanks everyone knew that it would still be nice to have this feature *cough*
*cough*I think it doesn't work because spring changes some varible it needs and it can't be fixed because I think Zwszg tried to fix it but failed *cough*
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Drone_Fragger wrote:*cough* huge swarms of air transports ith repeat orders *cough*
and they have traffic jams.............. and they begin to suck knob.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

we need to make features able to be used to gain height etc....

Would be good for making maps where you go UP a massive feature and then down the other side to get to the enemy, or you COULD try to reclaim it, but that could take AGES!
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

Maybe you could puts all your boats close together and the kbots could walk over them.
dogthinker
Posts: 33
Joined: 10 Jul 2006, 09:28

Post by dogthinker »

Two words: Dirt Bomb.

Would it be plausible to make a weapon that instead of cratering, had the reverse affect of 'mounding'?

Then you could just design a unit/emplacement that fired a weapon that used this ability to raise the land over the water level... Some sort of slow firing, short range building, with high energy consumption would probably work best (high consumption to try to minimise the potential for abuse.)
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Charlemagne
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Joined: 18 Apr 2005, 17:59

Post by Charlemagne »

Or we could make constructors abel to raise land again, and not just restore it.
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

Or we could use those transports.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Transports in AA
Hover: IN!
Sea: OUT!
L1 Air: Micro!
L2 Air: Expensive!

Transports in SWTA
Air: IN!
Land: IN!

Transports in EE
For GD?: IN!
For URC?: One ship, and OUT!
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