Reverse driving - Page 2

Reverse driving

Requests for features in the spring code.

Moderator: Moderators

What do you think about this proposal?

No!
7
27%
Yes!
11
42%
I would give it a go :\
3
12%
Don't care.
5
19%
 
Total votes: 26

User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I dont understand why we need to calculate any more paths?

Just make it move backwards, as it moves forward, but all movement animations should be reversed somehow :P

But damn that will be annoying... imagine someone ordering rockos to go forward and backward, to avoid the hits they get while reloading, as the über pros have always done, but now it would be even more annoying...

But yeah, that doesnt mean we need to put that feature to such units, i would like to see this thing in spring as option.
User avatar
Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Post by Wisse »

@Otherside
Why would you want to use FPS mode? I thought it was there only for fun or something. I would be silly going FPS when trying to micro.

@TradeMark
Micro would rock so hard. You could take 3 rocos and kill enemy's base :twisted:
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I fail to understand why a simple bit of lua cob trickery can't pull this off with relative ease?

Just check to see if the unit is facing a mass of enemies. If it isn't then turn around and move away. If it is turn around and move away but rotate the units model in the opposite direction so that the 2 turns cancel eachother out, then when the unit needs to turn again slow it down usign lua and animate the turn back to normal orientation, same if the unit stops.

No complicated pathfinding issues involved, no engine changes necessary, no extra fbi tags, no issues at all, all nice and simple cob lua co-operation in the simplest possible way available.
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