in game editor

in game editor

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

in game editor

Post by emmanuel »

so pack always for start and wait for result...
if only a menu for edit tdf fbi and others files in game...

an tag for airburst explod maybe too...by altfromseaexplod
i try to use groundblow=1 for hack :not working seems

changing flytime or searching for old noautorange ...pff :always guided=1 selfprop=1 turn randomly with trails for explod to ground
i try diferent conbination same result:ground exploding
yesterday i try to rocket flytime short and see an balistic end trajectory with trails...
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

I agree completely.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

don't -moderator
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

explain please!
I don't think that analogy means anything in English, it just looks offencive -moderator
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

snip
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

it s never to late for good make!

the moderation start today on taspring forum !
aleluya
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Can we hold up on the being dicks for a little while and run a normal feature request topic? Go hang out in #main1 or something if you want to all act like preteens.

emmanuel: I'm not sure what you are asking for with the second suggestion... Currently in game unit statistics only load at game start and don't reload while in the game. I'm not sure if it's even possible to have a unit change its stats in game without major coding changes. It might be possible to abstract some sort of small unit testing application out of spring engine code that essentially does the same thing starting a new game with the unit you want to test does. Things like map lighting which take up a huge ammount of time for loading wouldn't be needed.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

maybe releasing a real time modding tools with a simplified single map
dont know about codding possibility but know about somes others editors
write about later

second wishe is airburst=weapon with areaofefect= explod in altitude for blast large with reduced ground deformation(hole)
(seems now possibl only when hiting a plane)
tag for weapons will can be explod-altitude-from-sea= or explod-altitude-from-ground= (i supose altitud from ground request a higest load code like a plane)
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Ah, ok, so a missile or bomb that explodes while airborne, presumably with a modder defined altitude of explosion, rather then the current system where missiles only explode when they hit the ground. Good idea.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

it seems yes and that is nice too=
Image

i think too about an weapons tag"antitag"=>
like antiradar seeker anti radiation ir/uv seeker
Image

explain=
weapon.tdf
isantiradar=1 seek for radar emiter
isantijamer==1 track the jammer as a missile track an unit
or another syntax=
onlytargetcathegory=radr(jammer) maybe worknow but its related to a free wroted tags in category=arm tank radar noweapon; line

i think about an hardcoded seeker enabling the searching for all tags
ex=
isantienergyuse=1 search for unit taged energyuseisantimetal=1 seek metal= taged
isantimetalmake=1 seek for metal producing unit
isantiwindgenerator=1 search for
isantimove=1
isantifly=1
isanti[allkindoftagwithoutcheatingpossibilitybymiisingtowrotein"cathegory="]

enabling a patrol tag for guided weapon
launching a salvo of missile in a unknow area and weapon search for target without feeback view for players(it maybe can be hacked by using a unit for weapon only if mobile factory is enabled=an unit/factory build tank/factory lauching weapon/unit/factory releasing some sub unit/weapon/factory/kamikaz droping a lot of bomblet/minlet if no target same in real "skeet"american weapon
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

This is precisely why we need a more generic, modular, powerful tag system. All of those are good ideas for tags, but putting every good tag in just ends in a bloated tag system.

As for how to do this, or what the new system should be, I don't have any coherent idea.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I proposed a new UntiDef structure that eliminated having a UnitDef.h several hundred pages long and put it in a nice flexible system. The only issue here is that it would take soemone todo the work of adding in all the tags in the laoding mechanism and some consensus was met on that it would be of use but not yet.

It would prove incredibly useful to me though.
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

AF wrote:I proposed a new UntiDef structure that eliminated having a UnitDef.h several hundred pages long and put it in a nice flexible system. The only issue here is that it would take soemone todo the work of adding in all the tags in the laoding mechanism and some consensus was met on that it would be of use but not yet.

It would prove incredibly useful to me though.
linky?
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

i think standard tag is better
but standard all things too
=>weapon must will be units same normal units
for the script a new tag must be born :as attack with nano for buiders and factory
(=factory bulid unit when see enemy and path out same a attack sight
=>this enable the moving factory for build weapons
because now is an never used option cost when fire metal or energypershoot )
my idea selfprecis about advantag of all unit for game engine
=>factory build unit build weapon build sub munition build fragment etc...
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

More Abstraction==More Power

The ideal model for this game would start with a simple point definition and build everything from that concept, so weapons could have all the properties of a unit... or something like that... I think unifiying the process so that all part of a unit are built into it's script, and that all of these definitions could be put into one large file with sections, or with cobbled to getther by doing the equivalent of including a header or library with the features/units you want to impliment would be perfect... but not all artists are also porgrammers so I can see arguments to the contrary. I would assume that one of the standard available libraries for this unified format would be one that would put mods together the same way they are now.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

i disagree merging of file graphic/sound/value/menu why not cod the unit in game engine this will be more eficient
no
this a necesary to permit to an alone musicmen to build sound and for an solo graphist texture for a modeler 3d without complet knowelge
scripting is the most dificult leraning i sugest to separat all more then now
for exempl :some new tag for limit angular of turet in fbi seem be .cob tags
if all tag move in fbi then that very dificult to learn and only a little count of people do mods or unit alone and this can do losse an special kind of art not possible in communauty(sure i think about badtaste experimental or rated art)=>some good idea come back with exploring the dark side of the art surely when the subject is war(look for warhammer chaos troups with very horrible things)
Post Reply

Return to “Feature Requests”