Can LUA make the game act somewhat like Hostile Waters?

Can LUA make the game act somewhat like Hostile Waters?

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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NightfallGemini
Posts: 59
Joined: 07 May 2005, 23:48

Can LUA make the game act somewhat like Hostile Waters?

Post by NightfallGemini »

Antaeus Rising, to be exact.


I was thinking that missions could be made using LUA, that involve you having a large, immobile commander, no unit movement except for FPS mode unless certain things are "attached," and that you'd have limited resources except for harvesting.


I know harvesting is already possible, same with immobile comms, but what I'm curious about is the soulcatcher chip system, where you'd have to have a soulchip attached to a unit or it wouldn't have an AI to work with. Is it possible, or am I just dreaming a little too much for the current builds (public and SVN)?
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Can LUA make the game act somewhat like Hostile Waters?

Post by zwzsg »

I'm really sorry I've never played Hostile Waters: Antaeus Rising. I heard only good about it however and intend to check it out some time. Could you explain more what you mean by "soul chip" attached to unit or it doesn't have AI? Because I think it could be done without even LUA, just make it so every unit has a "set MAX_SPEED to 0;" and all weapons AimWeaponX(h,p) function jammed, until it detects a should chip and "attach-unit" it to itself. However currently I know no sure way for a unit to detect it's being FPSed, so I won't be FPS or soul chip, just soul chip. Also, the FPS mode of Spring is more gimmick implemented in five minute than a very playable mode. And the whole Spring engine was made more with large scale battle in mind, and so might not be very suitable to the smaller scale of Hostile Water where the focus on each individual unit is more important (from what I gathered).
I know harvesting is already possible
So far I've only seen maps with crystal features that construction unit can reclaim for ressources. But I have yet to see harvesting where harvesters have to empty at a refinery. The talk about "LUA can do it" have been only talks, so far.
immobile commander
That on the other hand is super easy! Oh and kp comm is immobile.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Can LUA make the game act somewhat like Hostile Waters?

Post by KDR_11k »

zwzsg wrote:So far I've only seen maps with crystal features that construction unit can reclaim for ressources. But I have yet to see harvesting where harvesters have to empty at a refinery. The talk about "LUA can do it" have been only talks, so far.
Use Lua to detect when the unit is reclaiming, make a counter tick up as it does so, issue a stop command and forbid all further reclaim commands whie the unit is full, empty it if it's close to a refinery (or even load it into the refinery in some animation).
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

It would be easier to use the LuaRules AllowFeatureBuildStep() call-in,
once it's committed (it's the same setup as the current AllowUnitBuildStep()
call-in).

P.S. They should probably be renamed to 'BuildPower', but no big deal.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I got that game with my first PC. Great game, but it always crashed at a certain point and the patches online wouldnt work with the copy I had for some reason even tho it was legal.

Sodiers had soul chips which sucked up their consciousness into memory when they died so they could then be recalled at a later date. You'd build bots but only those with the soul chips where autonomous.IIRC
NightfallGemini
Posts: 59
Joined: 07 May 2005, 23:48

Re: Can LUA make the game act somewhat like Hostile Waters?

Post by NightfallGemini »

zwzsg wrote:I'm really sorry I've never played Hostile Waters: Antaeus Rising. I heard only good about it however and intend to check it out some time. Could you explain more what you mean by "soul chip" attached to unit or it doesn't have AI? Because I think it could be done without even LUA, just make it so every unit has a "set MAX_SPEED to 0;" and all weapons AimWeaponX(h,p) function jammed, until it detects a should chip and "attach-unit" it to itself. However currently I know no sure way for a unit to detect it's being FPSed, so I won't be FPS or soul chip, just soul chip. Also, the FPS mode of Spring is more gimmick implemented in five minute than a very playable mode. And the whole Spring engine was made more with large scale battle in mind, and so might not be very suitable to the smaller scale of Hostile Water where the focus on each individual unit is more important (from what I gathered).
I know harvesting is already possible
So far I've only seen maps with crystal features that construction unit can reclaim for ressources. But I have yet to see harvesting where harvesters have to empty at a refinery. The talk about "LUA can do it" have been only talks, so far.
immobile commander
That on the other hand is super easy! Oh and kp comm is immobile.
In Hostile Waters, you'd attach an addon to a unit called a Soul Chip. These would allow it to act on its own based on the selected character's skills and whatnot. Aside from that, you could take either a soulcatcher-equipped vehicle, or a bare vehicle over with the HW:AR version of FPS mode.

And I meant the term "harvesting" very loosely, obviously. xD Infact, HWAR's "harvesting" would work perfectly in this idea, since it was just a fancy looking reclamation in the first place. 8D
I got that game with my first PC. Great game, but it always crashed at a certain point and the patches online wouldnt work with the copy I had for some reason even tho it was legal.
I couldn't find the game ANYWHERE, and didn't feel like trawling the waters of eBay or Amazon, so my friend was generous enough to provide me with an ISO. Wonderful game, I must say.

It really sucks that Interplay's practically dead nowadays. ;_; Financial troubles and all that.
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