Terraintype user-defined movespeed...
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Terraintype user-defined movespeed...
Right now there are only four variations of "movespeed" - kbot, tank, hover, ship. As I've learned (through testing) this is based on TA movementclasses (ie, everything was either a "kbot3a" or "tank8d" or whatever)... so these tags look for those words at the beginning of the movement class (so for instance, movementclass=kbot; and movementclass=kbot54321; will both be picked up under the "kbotmovespeed" tag).
This is really constaining for modders as we can't set set speeds for other types of units. For instance, a light truck and a heavy tank...
So I'd like to request someone write a patch that will allow terraintype in map .smd files to use any user-defined movement class for movespeed... for instance, if I typed "omfgpwnz0runitmovespeed=5904825;" I'd like for it to look for a unit with the movementclass "omfgpwnz0runit".. not that I'd do something so silly, but you get my point!
Please and thank you.
This is really constaining for modders as we can't set set speeds for other types of units. For instance, a light truck and a heavy tank...
So I'd like to request someone write a patch that will allow terraintype in map .smd files to use any user-defined movement class for movespeed... for instance, if I typed "omfgpwnz0runitmovespeed=5904825;" I'd like for it to look for a unit with the movementclass "omfgpwnz0runit".. not that I'd do something so silly, but you get my point!
Please and thank you.
- Ling_Lover
- Posts: 100
- Joined: 26 Sep 2006, 11:50
Loosely related, but I wish the TA specific name "kbot" would be replaced by a more generic "walker". Not in the internal code, just in the interface. For instance, in a mod with infantry, human infantry can't be called kbot, but they are still walkers
But that was when I thought the engine used the upright=1; tag to differentiate between kbots and vehicles. If instead it uses the first characters of the movement class, then forget what I said and instead indeed follow Spiked's idea.
Ideally a TDF of the mod would list the terrain type to look for each movementclass, with something to also provide a string of replacment terrain type names in case the first ones don't exist.
But that was when I thought the engine used the upright=1; tag to differentiate between kbots and vehicles. If instead it uses the first characters of the movement class, then forget what I said and instead indeed follow Spiked's idea.
Ideally a TDF of the mod would list the terrain type to look for each movementclass, with something to also provide a string of replacment terrain type names in case the first ones don't exist.
Hardly anyone uses this feature, especially for TA-specific maps (I'd love to see a KP map that capitalized on some coloured movement zones for roads and suchlike). Still, it does need to be made mod-agnostic, rather than TA-based.
I'm still waiting for a mod-specific answer to Geotherms too - what happens if modders want different types of "Only-can-build-this-unit-here" zones?
I'm still waiting for a mod-specific answer to Geotherms too - what happens if modders want different types of "Only-can-build-this-unit-here" zones?
/luaui echo Spring.GetGroundInfo(1215, 3817) --> Earth, 1.2300000190735, 500, 1, 1, 1, 1
(name, metal, hardness, tankSpeed, kbotSpeed, hoverSpeed, shipSpeed)
Combined with LuaRules AllowUnitCreation(), you could have map/mod combinations
that only allow certain types of units on certain types of terrain. With a mod widget, you
could also relay that information to the user when they are selection the build site.
(name, metal, hardness, tankSpeed, kbotSpeed, hoverSpeed, shipSpeed)
Combined with LuaRules AllowUnitCreation(), you could have map/mod combinations
that only allow certain types of units on certain types of terrain. With a mod widget, you
could also relay that information to the user when they are selection the build site.
Working on it. :)Pxtl wrote:(I'd love to see a KP map that capitalized on some coloured movement zones for roads and suchlike)
Yeah, abstracting this would be pure win.Pxtl wrote:I'm still waiting for a mod-specific answer to Geotherms too - what happens if modders want different types of "Only-can-build-this-unit-here" zones?
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
cool cool.zwzsg wrote:Me too.Erom wrote:Working on it. :)Pxtl wrote:(I'd love to see a KP map that capitalized on some coloured movement zones for roads and suchlike)
Preview! Blue will be fast, red will be slow, the rest will be normal speed.
but keep in mind that those lines some KP-maps have as terrain look strange when zooming far-out. (they pixelize to randomness)