
make it possible to add all types of effects to weapons.
Moderator: Moderators
make it possible to add all types of effects to weapons.
I think that would be pretty usefull, like if you could make a weapon that generates metal you could make mexes that extract in bursts, or with a weapon that costruct things you could make a robot that launches small eggs that become smaller robots. It would be cool right
.

Ok so: Make it possible to make weapons that cause negative damage, generate metal, generate energy, create units, capture units, reclaim wreck,
revive wreck, shot other weapons (wouldnt it be cool
),transport units (this would possibilty teleporing I believe), change the wind strengh, have hp that allows em to be killed, "poison" units, and anything else you think out
.
revive wreck, shot other weapons (wouldnt it be cool


You can have weapons that cost metal to fire and cause damage. What control the values used for that is simple text file, the /Weapons/*.tdf.
Change the value into negative. This should make weapons that heals and that produce metal when fired. Don't forget to meticulously check it doesn't spawn side-effect bug.
Weapons that create units, capture units, reclaim wreck, revive wreck, shot other weapons, transport units (??? how you'd control the loading and unloading point) can't be made now AFAIK and sound like they would requires much too much hard work for the coders.
Weapons that change the wind strenght sounds exactly like a competly silly, useless and unapplicable feature that you wrote just to have more suggestions in your post. I mean, currently weapons can blow away other unit, but powering your windgen by firing near them....
Weapons that have hp that allow them to be killed: Have you even noticed there are nukes and anti-nukes? Ok, no hp, but still nukes are killeable.
... poison and anything else you think out? Are you here only to strive to make out as many suggesting as you can? If so, I'll tell you something. I don't believe dev are lacking suggestion, so IMO it's better to concentrate on suggestion that adress current annoying bugs and hole in Spring gameplay, or features that modders actually need.
Mexx that extract in burst are already possible: remove the on/off button and make the script play with the Activation state.
I've heard competent people saying the weapon system should be change into a more general and versatile one, but personnaly I'm afraid it would make the engine run slower. I mean, if every weapons had as much variable, script, collision sphere, etc.. as a unit, the framerate would sure suffer a terrible blow, wouldn't it? Better keep it simple and fast.
Change the value into negative. This should make weapons that heals and that produce metal when fired. Don't forget to meticulously check it doesn't spawn side-effect bug.
Weapons that create units, capture units, reclaim wreck, revive wreck, shot other weapons, transport units (??? how you'd control the loading and unloading point) can't be made now AFAIK and sound like they would requires much too much hard work for the coders.
Weapons that change the wind strenght sounds exactly like a competly silly, useless and unapplicable feature that you wrote just to have more suggestions in your post. I mean, currently weapons can blow away other unit, but powering your windgen by firing near them....
Weapons that have hp that allow them to be killed: Have you even noticed there are nukes and anti-nukes? Ok, no hp, but still nukes are killeable.
... poison and anything else you think out? Are you here only to strive to make out as many suggesting as you can? If so, I'll tell you something. I don't believe dev are lacking suggestion, so IMO it's better to concentrate on suggestion that adress current annoying bugs and hole in Spring gameplay, or features that modders actually need.
Mexx that extract in burst are already possible: remove the on/off button and make the script play with the Activation state.
I've heard competent people saying the weapon system should be change into a more general and versatile one, but personnaly I'm afraid it would make the engine run slower. I mean, if every weapons had as much variable, script, collision sphere, etc.. as a unit, the framerate would sure suffer a terrible blow, wouldn't it? Better keep it simple and fast.
I heard that its still not possible to make negative damage causer weapons (unleash if it became in the newer version of spring).
Weapons that create units, capture units, reclaim wreck, revive wreck, shot other weapons and transport units would probaly be in fact hard to program, but would open tons of possibilities
. Defining where the weapon would unload would be hard, but not impossible, for example, you could give one unit 3 weapons: one that marks the unit to be loaded, one that marks the unloading place and other that does the stuff. (im not sure if weapons can interact with each other like this but I think yes).
You didnt got the idea of the changing of the wind strengh. I dont mean a weapon that changes it on one area, but in the whole game, like a weater control system.
People may want do to weapos that take more than one shot to kill, and this is not possible with nukes inside my knowlegde. (Also a antinuke never fails and people may want weapons that can fail)
With Poison I meant a weapon that creates negative regeneration on a unit, making it lose life over time. And anything else you think out as a message to everone, to encourage everone to try to think into new ideas to make the engine more fexible.
But if you do that people wont be able to shut down with completly if they wish
And I really dont agree that we shouldnt put new things on because the game will get slower.
Weapons that create units, capture units, reclaim wreck, revive wreck, shot other weapons and transport units would probaly be in fact hard to program, but would open tons of possibilities

You didnt got the idea of the changing of the wind strengh. I dont mean a weapon that changes it on one area, but in the whole game, like a weater control system.
People may want do to weapos that take more than one shot to kill, and this is not possible with nukes inside my knowlegde. (Also a antinuke never fails and people may want weapons that can fail)
With Poison I meant a weapon that creates negative regeneration on a unit, making it lose life over time. And anything else you think out as a message to everone, to encourage everone to try to think into new ideas to make the engine more fexible.
But if you do that people wont be able to shut down with completly if they wish

And I really dont agree that we shouldnt put new things on because the game will get slower.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Changing wind
About changing the wind: AFAIK currently wind is only used by the windgens (and it probably influences things like direction of smoke clouds from damaged units). Changing it in-game won't have a big effect (apart from messing with windgen energy output). Now if the wind could affect ballistic weapons and flying units, that would be another story...
Re: Changing wind
It was possible in TA (albeit with some odd side-effects), so I assumed it would be also possible in Spring. So ok, maybe not, I didn't checked. Doesn't sound too hard to code however. But just, like in TA, beware of the buggy consequences! Also, the low level AI would have to be rewritten so that units know that healing weapons must be fired over damaged friendly and not over enemies, and that might be harder.I heard that its still not possible to make negative damage causer weapons.
Somehow, I can already do that. Save that I don't name it "a weapon that transport units", but a "a unit that transport units, where the load and unload area are determined by where the weapons aim". Basically, I wrote a little script bit that allow me (under certain conditions) to determine what is the point a weapon is aiming at. Then within the unit script I can load everything around that point, unload it elsewhere. Tis how I made my TA Mobile WormHole Generator (Which I concede failed to work under Spring for unclear reasons).Defining where the weapon would unload would be hard, but not impossible, for example, you could give one unit 3 weapons: one that marks the unit to be loaded, one that marks the unloading place and other that does the stuff. (im not sure if weapons can interact with each other like this but I think yes).
Re: Changing wind
But messing with the windgens was the whole point of changing the windyuritch wrote:About changing the wind: AFAIK currently wind is only used by the windgens (and it probably influences things like direction of smoke clouds from damaged units). Changing it in-game won't have a big effect (apart from messing with windgen energy output). Now if the wind could affect ballistic weapons and flying units, that would be another story...


Re: Changing wind
Or if windgens (and possibly airborne units) take damage from wind above a certain level. Or if wind affects unit movement characteristics (i.e. ships move slower when sailing against the wind, hovercraft are blown hither and yon and have to compensate all the time, airplanes tumble, etc.) above a certain strength level. But I'm getting ahead of myself.manored wrote:But messing with the windgens was the whole point of changing the windyuritch wrote:About changing the wind: AFAIK currently wind is only used by the windgens (and it probably influences things like direction of smoke clouds from damaged units). Changing it in-game won't have a big effect (apart from messing with windgen energy output). Now if the wind could affect ballistic weapons and flying units, that would be another story..., I mean, if you got your entire energy in solars and the enemy in windgens or vice-versa, that can win you the battle...