Battletech
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actually what he wants to do might not be totally possible. If im reading this correct you want the infantry to be able switch to prone/crouch mode with on-off and gain a defensive bonus. But if you give them a move order they will go back to standing and not have a defensive bonus. The first part is doable with SET speed as OP said. However i don't know if they can be made to automatically stand back up if u give them a move order.
Im no expert however so smoth or someone who has fiddled with it should speak up.
Im no expert however so smoth or someone who has fiddled with it should speak up.
Um, if you think of the on/off as "prone" then it's impossible... but if you think of the on/off as "prone when stopped" then that's a different story, I think... not to mention more useful to players. Mind you, as a player I'd be wondering why you'd ever turn off the "prone when stopped" mode.j5mello wrote:actually what he wants to do might not be totally possible. If im reading this correct you want the infantry to be able switch to prone/crouch mode with on-off and gain a defensive bonus. But if you give them a move order they will go back to standing and not have a defensive bonus. The first part is doable with SET speed as OP said. However i don't know if they can be made to automatically stand back up if u give them a move order.
Im no expert however so smoth or someone who has fiddled with it should speak up.
- bobthedinosaur
- Blood & Steel Developer
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- Joined: 25 Aug 2004, 13:31
on off prone when stopped? hmm thats a good idea. what i wasgoing for was a defensive set up and an offensive btoh with prones and cons. such as:
defensive has low mobility but an armour bonus (simulate lower profile harder to hit)
offensive has speed, but aim can be slightly impaired on the move as well as no armour bonus
any ideas how to get that concept in a spring unit's script?
defensive has low mobility but an armour bonus (simulate lower profile harder to hit)
offensive has speed, but aim can be slightly impaired on the move as well as no armour bonus
any ideas how to get that concept in a spring unit's script?
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Personally, that sounds like hideous micro for such a plentiful unit as infantry.bobthedinosaur wrote:on off prone when stopped? hmm thats a good idea. what i wasgoing for was a defensive set up and an offensive btoh with prones and cons. such as:
defensive has low mobility but an armour bonus (simulate lower profile harder to hit)
offensive has speed, but aim can be slightly impaired on the move as well as no armour bonus
any ideas how to get that concept in a spring unit's script?
I would think that the ideal approach would be to avoid micro and just go with "infantrymen go prone when stopped" and the player needs to keep in mind that he should avoid letting his troops fire while moving since they're tougher and (if possible) more accurate when stopped.
- bobthedinosaur
- Blood & Steel Developer
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- Joined: 25 Aug 2004, 13:31
well i acutally like ur idea better. i would (if i could and it can be done) implement it as such:
Off- Standing up, normal speed, minor inaccuracy for weapons.
On- crouched, slower speed, near pinpoint accuracy.
Of course having animations to go along with these states would be awesome but probably a pain in the ass to do...
Off- Standing up, normal speed, minor inaccuracy for weapons.
On- crouched, slower speed, near pinpoint accuracy.
Of course having animations to go along with these states would be awesome but probably a pain in the ass to do...
- bobthedinosaur
- Blood & Steel Developer
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- Joined: 25 Aug 2004, 13:31
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- Joined: 28 Jan 2005, 18:15
Just throwing stuff out there...
It would be possible to make them go kneel/prone automatically if they've been standing around some number of seconds, maybe 5, but if they do then it takes a second for them to get back up before they actually start moving if they try to do so for one reason or another.
That behavior itself could also be linked to on/off, giving the player the choice to keep their troops able to more quickly (if only slightly) respond if they so chose.
It would be possible to make them go kneel/prone automatically if they've been standing around some number of seconds, maybe 5, but if they do then it takes a second for them to get back up before they actually start moving if they try to do so for one reason or another.
That behavior itself could also be linked to on/off, giving the player the choice to keep their troops able to more quickly (if only slightly) respond if they so chose.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Last release for awhile, or unless any one is interested in picking up where I left off. Have fun and play with the infantry, they're great!
http://spring.unknown-files.net/file/22 ... 2_Release/
Ask Arch for details on working on the mod.
http://spring.unknown-files.net/file/22 ... 2_Release/
Ask Arch for details on working on the mod.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
depending on how many bug or balance issues/ reports i get i will do another release, just for a more playable game.
some known issues as of now:
-the major advantage defensively postiioned infantry have over offensive. this will be fixed by lowering the defensives speed and raising the offensives.
-the sniper artillery structures are too powerful for thier level, and will be lv3 structures instead and lowered in reload time and hitpoints
any advice from players would be greatly helpful!
thanks
some known issues as of now:
-the major advantage defensively postiioned infantry have over offensive. this will be fixed by lowering the defensives speed and raising the offensives.
-the sniper artillery structures are too powerful for thier level, and will be lv3 structures instead and lowered in reload time and hitpoints
any advice from players would be greatly helpful!
thanks
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- Joined: 28 Jan 2005, 18:15
Well, bob's shipped off. Anyone wishing to make derivative mods or pick up where bob left off are welcome to do so. Everything in the mod is open for use, just be sure to include the proper credits.
I myself will be working on a version with an entirelly different damage model, which should at least eventually find itself in a limited release beta test, and if it goes well, an actual release version.
I myself will be working on a version with an entirelly different damage model, which should at least eventually find itself in a limited release beta test, and if it goes well, an actual release version.
I haven't and am too lazy to read through all 20 some pages... so sorry if this has already been posted:
-----I would prefer a development of the MechCommander 2 Source code (Yes it was released) over a spring mod, as it already allows for:
-Mech customization
-Pilot customization
-Start drop customization
-And is dropship based, rather than spring's unit replication, as well as dropship based support options.
-Although the campaign was as dry as TA's, the multiplayer was just as fun, but much more tactics than grand strategy.
The only thing is that it doesn't allow for unit production on the field, at least in the code's current state.
-----As for a spring mod:
It's just not mechwarrior without custom tweaked mechs. The only workaround for spring I can think of is:
I remember an old giant robot RTS, but the mechs were manufactured in parts then assembled. With some god-like scripting, you could have weapon, ammo, and chassie factories that produce the parts which are assembled in another factory. Set up some parts factories to repeat with their waypoint going to the assembly line structure, and the assembler spews out mechs with the model based on the chassie and the weapons/otherparts based off what went in.
However this would require in game cob editing/creation. And every Spring scripting god there is. But it's the only thing I can think of besides creating stat files for every possible combo. I know nothing of scripting, so this probably isn't possible.
The turrets & gate need to be within a radius of "control towers" and generators, which can be stormed and captured by troops, or destroyed. Otherwise it's just not mechwarrior/battletech.
That's all I can think of right now. Yay! Battletech for spring! Hopefully it fares better than the Warhammer mod.
-----I would prefer a development of the MechCommander 2 Source code (Yes it was released) over a spring mod, as it already allows for:
-Mech customization
-Pilot customization
-Start drop customization
-And is dropship based, rather than spring's unit replication, as well as dropship based support options.
-Although the campaign was as dry as TA's, the multiplayer was just as fun, but much more tactics than grand strategy.
The only thing is that it doesn't allow for unit production on the field, at least in the code's current state.
-----As for a spring mod:
It's just not mechwarrior without custom tweaked mechs. The only workaround for spring I can think of is:
I remember an old giant robot RTS, but the mechs were manufactured in parts then assembled. With some god-like scripting, you could have weapon, ammo, and chassie factories that produce the parts which are assembled in another factory. Set up some parts factories to repeat with their waypoint going to the assembly line structure, and the assembler spews out mechs with the model based on the chassie and the weapons/otherparts based off what went in.
However this would require in game cob editing/creation. And every Spring scripting god there is. But it's the only thing I can think of besides creating stat files for every possible combo. I know nothing of scripting, so this probably isn't possible.
The turrets & gate need to be within a radius of "control towers" and generators, which can be stormed and captured by troops, or destroyed. Otherwise it's just not mechwarrior/battletech.
That's all I can think of right now. Yay! Battletech for spring! Hopefully it fares better than the Warhammer mod.