Commander name and Capture question

Commander name and Capture question

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Yatta
Posts: 55
Joined: 13 Aug 2006, 17:18

Commander name and Capture question

Post by Yatta »

Two questions :
- What do you need to do for the "commander unit" to display the player name ?

- Most probably something I forgot, but I have a unit with the CanCapture value set to 1, but it seems not able to capture. This unit is based on the arm paralyser spider. Does it need something like builder abilities to be able to capture ?
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

pretty sure it needs a workertime... check the Commando in BA for allyour answers!!!
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Yatta
Posts: 55
Joined: 13 Aug 2006, 17:18

Post by Yatta »

Ok now thats what I call a quick answer. Only 1 minute ...

Thanks, Im trying to make it a builder :)
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

whats the use of the commanders capture? it takes ages to capture somthing
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Yatta
Posts: 55
Joined: 13 Aug 2006, 17:18

Post by Yatta »

Ok, seems to work.

In the mod im making, units are quite a precious thing regarding the fact you cant improve your metal income. So reclaiming / resurecting are already quite important, but I want to promote kidnaping too =)
If the capture speed depends on the builder time, it should be ok to set it to a raisonable speed.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Units need to be builders in order to capture. Not only do they need the appropriate FBI tags, but they need to have it set in the .cob script as well. If you just give the builder fbi tags to a normal combat unit, he wont have anywhere for his nano to emit from, and he wont be able to build anything.

So, if you want to have a unit which has a weapon and also has a capture ability, and you are recycling OTA models, it has to be one of the ones in the game that already has both a weapon and nanolathe- only the commando and commander AFAIK. :(

All is not lost- if you know how to use upspring you can recycling the cob script and change the piece names to fit the cob, as long as it follows the same basic movements (So, no spiders).
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Nano emitting is the smaller problem, setting INBUILDSTANCE to 1 is the bigger one.

The spider script would be easy to convert into a builder if you know scripting.
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