Size Variable(?) Units in TA:Spring

Size Variable(?) Units in TA:Spring

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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Size Variable(?) Units in TA:Spring

Post by Rayden »

I know some custom units like energy gates, or force field wall, which will allow units to walk over terrain which they occupy in activated status. This doesn't work in TA:Spring. (here this terrain is always blocked for units)

Just wanted to tell that here, maybe you (developers) can fix this.
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AF
AI Developer
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Post by AF »

And you finally say it, I've been complaining for a while now (though nto as much as other thigns) that spring has radius absed collision detection and not box based like TA. That is why your gates dont work and that is whyw e cant make platform units.
CaptainExo
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Joined: 01 May 2005, 03:18

Post by CaptainExo »

I -think- the AA/TAUCP gates work, though. Haven't tested properly, so I'm not sure.
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Rayden
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Post by Rayden »

All gates i have don't work, plz test TAUCP, i don't wanna install it now. But maybe it's the same error like with false coded factory's.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

AFAIK those kind of gate works by having toggleable squares in their yardmap and changing their YARD_OPEN state. More precisely:
In the FBI, the field "yardmap" contains some 'c'.
In the script, there is some set YARD_OPEN to TRUE; and set YARD_OPEN to FALSE;

Long ago, I complained that indeed, Spring does not respect the yarmap field values, and open/close yard is hard-wired to factory building and not controllable by "set YARD_OPEN".

Your post seem to indicate this hasn't been fixed yet. If this is the case, then read that post. Then have a dev fix it.
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Strategia
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Post by Strategia »

Posted: Sun May 08, 2005
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

The spring yardmap is on off in nature. There are bits of code for factories opening and closing but I dont think the cob script supports it.

This is why you can build turrets in open factories. This is why commanders try to walk through kbot factories bash into the side of the wall and give up, sometimes geting stuck in the kbot factory wall. This is why you can build hundreds of nonblocking mines on the same position. This is why AIs sometimes build mexes in factorys. This is why you can build lots of autofacs ontop of eachother if you place them correctly.
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