Units Limit Costs - Page 2

Units Limit Costs

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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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

maylander, funny you should say that, but that was my orriginal plan. However i found the flaw... The men would all have to basicly (as Spring stands) be all part of one unit moddle. This would be fine when the running forward, but when they turn a corner... well it would look odd as some would seem to move backwards. Its a good idea though. :-)

I wonder... will zwzsg and Min3mat come back? Will they now hate me for ever? When you guys get here... please no hard feelings ok. I dont like falling out with fellow springers... specialy one such as zwzsg scripter super man.

aGorm
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Zwzsg is right, adjust the cost fool.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Napalm Cobra... I thought you were sensible... Haven't you read this thred all the way through?
I am goin to adjust the Freeking cost.
Please read the whole thing and u'll c why i want what i want.

aGorm
maylander
Posts: 10
Joined: 21 Aug 2004, 15:01

Post by maylander »

As for turning you can script the turning. Some Aircraft have fancy turning scripts so it would be possible to make the turn look quite ok. Morever you can blow up some individual men with TA scripting, if Spring had a better collision system you could let the men die which is actually hit. With the current state of the art you just can blow some random guy up. I know this is just a workaround. But i dont have any better idea.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Fancy turning is possible, but... look at it like this...


_X_X_X
__X_X

Thats five men... if they turn 90 they should still be in the same places... only sideways... but if they were all one unit they would go like this...

__X
X
__X
X
__X

And that will look odd. I cant scrip anything as good as someone like zwzsg so if he could do that and make it look right fine, but i certanly cant.

However... I think ill just make the mod and let people realise what im saying the problem is later on by themselves... :-)

aGorm
Last edited by aGorm on 02 Jun 2005, 00:00, edited 1 time in total.
Dakar
Posts: 24
Joined: 10 Apr 2005, 17:23

Post by Dakar »

One thing you can do is give the humans ressurection chambers. Whenever a human dies, you can rebuild it very quickly at a chamber for a small cost.

That way, when both reach the limit, humans come back almost instantly while cyborgs have to create a new unit.

(Could somebody make it that whenever a cyborg dies, is spawns an invisible unit that served nothing but to take up space? Then the cyborgs would be limitted to 500 or so units in total.)
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