LUA driven peon harvesters!

LUA driven peon harvesters!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Zpock
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Joined: 16 Sep 2004, 23:20

LUA driven peon harvesters!

Post by Zpock »

I have been working hard on my new secret project and learning a lot of LUA. The result so far is: asteroids spawned all over the map. Peons that attack the roids with mining lasers, and then return with their cargo once full to a town hall, then they resume mining more! You can even queue up more then one roid and it works. I might add in that they automatically start mining on another nearby roid if one gets depleted and they have nothing to do too. This video shows it all off:

http://www.youtube.com/watch?v=XieuTnq2gtw

I also further plan to add in specialized haulers and containers to make things even more interesting. The mod itself that I'm working on will contain shitloads of lua that will totally overthrow most TA game mechanics. It's also a space ship mod.
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[XIII]Roxas
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Post by [XIII]Roxas »

I hereby endorse this as 'Epic Win'.
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Peet
Malcontent
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Post by Peet »

[XIII]Roxas wrote:I hereby endorse this as 'Epic Win'.
This opinion is approved by your friendly neighbourhood Peet!
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SinbadEV
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Post by SinbadEV »

My Name is SinbadEV and I approve this lua.
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MadRat
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Post by MadRat »

Are the lasers missing at random? Every once in awhile they hit the ground about halfway to their target.
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Snipawolf
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Post by Snipawolf »

Sounds like major win! :twisted:
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KDR_11k
Game Developer
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Post by KDR_11k »

Neat, now Spring willl have the harvester problem where units try to get resources in enemy territory :P.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Very nice.

Not that I agree with this sort of resourcing over good old TA territory-based resourcing, but cool nonetheless ;)
Saktoth
Zero-K Developer
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Post by Saktoth »

Be good if you could designate an area, just like reclaiming, and have them only work within that.
imbaczek
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Post by imbaczek »

An elegant solution, given the engine restrictions.
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Felix the Cat
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Post by Felix the Cat »

:shock:

Made of win and pwn.
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Zpock
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Post by Zpock »

I could use the hold position/maneuver/roam maybe to set if you want them to wander for resources long/short range or just mine what their told, if I implement that at all. It works off normal attack orders so you can area attack also, to designate an area.
Last edited by Zpock on 26 Sep 2007, 12:29, edited 1 time in total.
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Pressure Line
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Post by Pressure Line »

i love you Zpock.

perhaps have the resources spawned in areas around geo vents.

either way, i cannot wait for a public release of this.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Fantastic work!
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clericvash
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Post by clericvash »

Great work, dune2/2000 mod anyone? haha (as if we needed more copyright lol)
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rattle
Damned Developer
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Post by rattle »

I was working on one. :P

I'd need regrowing resources though, or rather random spice blooms which appear every now and then and they explode into fields. That's a bit much probably.

How ever I think lathan will be pleased that his tiberium crystals can be officially mined now.
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Felix the Cat
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Post by Felix the Cat »

In before Starcraft Spring.
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clericvash
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Post by clericvash »

I don't see how spawning like spice or whatever resources to mine can to be too hard, then i am not a modder or programmer, but isn't the new Gaia player thing supposed to help with it?
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Zpock
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Post by Zpock »

That's piece of cake. The resources are just neutral gaia units that react to being hit by special weapons. They can be spawned however and whenever you would want easily. The spawning could be done in the map gaia lua I think?

For a dune harvester the spice is kinda supposed to be sitting flatly on the ground, but I'm sure you could make it adequately aesthetically pleasing anyway. Maybe have the spice unit consist mostly of a ground decal or something.
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rattle
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Post by rattle »

The problem is that it has to be rendered to the map texture. You know, clipping errors, even on completely flat ground, aren't nice. Second approach would be to model them but uh no. Unit's can't cross them then.
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