Where are these feature variables used for?

Where are these feature variables used for?

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TradeMark
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Joined: 17 Feb 2006, 15:58

Where are these feature variables used for?

Post by TradeMark »

Where are these used for?

Code: Select all

featurereclamate=SMUDGE01;
seqnamereclamate=TREE1RECLAMATE;
Couldnt find anything related to those in the source of TASpring, or in any file of TASpring mods data.

Looks like they arent in use at all? So where are those going to be used for? (if they are).

Can i just delete those from my feature files?

Looks like these variables arent in use either (not found in the file rts\Sim\Misc\FeatureHandler.cpp):
world
category
hitdensity


So can i also delete those variables from my feature TDF files?
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smoth
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Post by smoth »

featurereclamate=SMUDGE01;
/sprite left as a scar after the reclamation.

seqnamereclamate=TREE1RECLAMATE;
/sprite used as reclaim animation(think effect that is shown when the feature is completely reclaimed.

world
/What world or tileset that the feature belongs to for the ta level editor.

category
//what category it listed under in the level editor

hitdensity
/psuedo random value for whether or not stuff hits
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TradeMark
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Post by TradeMark »

smoth wrote:hitdensity
/psuedo random value for whether or not stuff hits
That means every shot would give a little bit different damage to it?
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KDR_11k
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Post by KDR_11k »

No idea but all of these are only used by OTA
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Guessmyname
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Post by Guessmyname »

actually, featurereclaimate can be used to turn a feature into another feature when reclaimed
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TradeMark
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Post by TradeMark »

Guessmyname wrote:actually, featurereclaimate can be used to turn a feature into another feature when reclaimed
You sure? i cant find any file with string "featurereclamate" or "featurereclaimate".
I'm talking about spring source code.
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smoth
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Post by smoth »

Guessmyname wrote:actually, featurereclaimate can be used to turn a feature into another feature when reclaimed
or a scar gmn, which was a feature...
trademark wrote:That means every shot would give a little bit different damage to it?
no, it is supposed to represent how often shots would not even hit it..

i.e. 80 would mean 80% of the time shots would be blocked 20% of the time they would pass right on through.
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smoth
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Post by smoth »

here is a lush tree as an example:

Code: Select all

[LushTree01]
	{
	world=lush;            //shows up with this tileset
	description=Tree;   // breif discription
	category=trees;     //feature category in the editor
	animating=0;         //am I an animated sprite? 
	footprintx=1;         //footprint
	footprintz=1;         //footprint
	height=66;            //feature height in combination with footprint it is use for feature hit detection.
	filename=tall-tree;         //modelfile
	seqname=talltree1;        //cannot remember
	seqnameshad=tallshadow1; //shadow spring
	seqnamereclamate=talltree1rec; //relaimed finish animation
	energy=250;                //energy

	seqnameburn=tree1burn; //death anim
	seqnameburnshad=;        //shadow for burning sequence
	featureburnt=Lush01crisp; //ground scar

	burnmin=5;       //burntime
	burnmax=15;    //burntime 
	sparktime=5;    //cannot remember
	spreadchance=40; //how much will the fire spread
	burnweapon=TreeBurn;//weapon used to spread fire.

	seqnamedie=talltree3boom;//tree killed anim
	featuredead=tallsmudge;    //groundsmudge
	
	animtrans=0;       //I forget
	shadtrans=1;       //I forget
	flamable=1;         // can it burn
	reclaimable=1;    //duh
	featurereclamate=tallsmudge; //again scar after reclaim
	reproduce=0;        //cannot remember
	reproducearea=6; //cannot remember
	blocking=1;          //blocks stuff
	hitdensity=10;      //10% of shots hit
	}
as you can see we are missing a lot of stuff in spring. When a feature dies it cannot fire a weapon or replace it's self with another feature.
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zwzsg
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Post by zwzsg »

smoth wrote:When a feature dies it cannot [...] replace it's self with another feature.
Uh? For my Peripheral Consciousness map, I made a globe thingy feature that when destroyed, replaced itself with broken globle thingy, which when destroyed, replaced itself with an ever more broken one. And it works fine!

I also tried to make the feature turn it itself when reclaimed. It worked fine, until I did an area reclaim, at which point Spring died (I guess it went into an infinite reclaim loop or something.) Hopefully that's been fixed by now.

Anyway, features can replace selves with other features fine when destroyed, this is all I wanted to say.
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TradeMark
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Post by TradeMark »

I also tried to make the feature turn it itself when reclaimed.
How did you do that ?
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zwzsg
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Post by zwzsg »

Well, featurereclamate=, it's a standard tag from TA. I don't see why you ask... oh I see, it's because you just said that said word is missing from Spring source. Well, my experiment was a long time ago (Wed Oct 26, 2005 (Oh my gosh, already? Time is flying so fast!), so maybe Spring has changed since and I ought to retry.
A long time ago, zwzsg wrote:
aGorm wrote:3) finaly, I cant seem to make features indestructabe and non-reclamiable (despite the reclamible=0 tag) is there a bug or somthing. And having an Invincible = 1 tag would be nice.
I tried:

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indestructible=1;
Does not work, feature still easily destructed.

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hitdensity=0;
Does not work, feature still easily destructed.

Code: Select all

featuredead=SameNameAsTheFeature;
It does work, but Spring hangs for, like, half an hour, when you dgun such a feature.

Also I tried:

Code: Select all

reclaimable=0;
Does not work, feature still easily reclaimed.

Code: Select all

featurereclamate=SameNameAsTheFeature;
Works, but only for a couple time. A perseverant cons can still make the feature disappear, if it reclaims it several times. Does not make any sense, but eh, that just how it went in my experiment.

So yes, someone please code us support for the feature tag indestructible=1; and reclaimable=0;

And it isn't as important, but I'd like Spring to handle well features that when killed or reclaimed becomes themselves. Or features relationship that loop back. The EnerTree concept appeals much to me.
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