problem with the build per atmospheric reentry

problem with the build per atmospheric reentry

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

wish that get ended quickly but what is it ?

a nightmare
1
9%
a punishement
3
27%
a work
1
9%
a test
1
9%
a random
0
No votes
my life
5
45%
 
Total votes: 11

User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

problem with the build per atmospheric reentry

Post by emmanuel »

or the hit box is huge or the anim is out of them and the ennemy sight the footprint empty on land and destroy the building traveling in sky
Image
:roll:
Last edited by emmanuel on 11 Jan 2008, 20:32, edited 2 times in total.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: problem with the build per atmospheric reentry

Post by Saktoth »

Translation: Units with a build animation that makes them drop out of the sky (ala drop pods) have their hitspheres on the ground (and targetable by the enemy) while under construction.

You could make the unit invincible (armored=1) or in some way hidden while under construction.

AFAIK there is still no way to dynamically shift the hitsphere though id verymuch like it, it would be very useful (for proper submersibles, among other things).
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Re: problem with the build per atmospheric reentry

Post by emmanuel »

in the lua forum they promise that is possible :to drop or transport an unit by .lua without any nasty "hack" in .cob(like call in menu a flying transport that drop an unit and the unit fly(parachut) after move on land after go on water surface after subsurface and after subland
or spawn or move or transform(xchange!?) all (excepted weapon !!!=)
but all old .cob are now only for the anims of the .3do/.s3d (build move activat die ... )
stop to search location related in .cob excepting for the turn moves and the income/outcome direction (and the slopes maybee)
User avatar
kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: problem with the build per atmospheric reentry

Post by kiki »

So the same applies for subs? I need surfacing subs for mah mahd!!

So the hitsphere cannot be repositioned with lua?
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Re: problem with the build per atmospheric reentry

Post by emmanuel »

not
lua can change the unit level seems since 76b1(said by lua exerts)
the hit shere is .cob related and need an anim maybe but the .lua can give orders for start an anim
User avatar
kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: problem with the build per atmospheric reentry

Post by kiki »

why cant we forget cob and just use lua for all scripting, devs?
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: problem with the build per atmospheric reentry

Post by Peet »

kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
Because cob scripting is still fast, convenient, and versatile.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: problem with the build per atmospheric reentry

Post by rattle »

Code: Select all

And has
  a better
then
  syntax
end.
User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: problem with the build per atmospheric reentry

Post by rcdraco »

This is kinda asking for hitspheres to be "welded" to the base object, which is entirely sensible, but would take a little source editing, and probably in the path finding as well, and you would have to make it so that cars can't go under the drop zone, or else they get either squished or pushed.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: problem with the build per atmospheric reentry

Post by Fanger »

It is entirely possible to make subs that can surface/submerge..

Use a lua replace setup.. as for objects with cob animations that move stuff around, yeah well we cant move the hitsphere.. but then again Id prefer we actually address the issue of hitspheres first before we worry about how to move them dynamically..
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: problem with the build per atmospheric reentry

Post by quantum »

You could drop the unit from the sky with Lua move control, instead of making an animation. Look at the antigravity gadget in the CA sandbox (click) for an example of something similar. The hitsphere stays with the unit, of course.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: problem with the build per atmospheric reentry

Post by Fanger »

that would work..
User avatar
kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: problem with the build per atmospheric reentry

Post by kiki »

But could I make that work with my subs? I have a placeholder model i am working with atm.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Re: problem with the build per atmospheric reentry

Post by emmanuel »

kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
never forget nothing !
compatibility is the bestestway !
look for the .3do .s3o system !
that enable transcoding possibility ,
and definitively DISmandatyoring us from an cavedog(tm) exclusivity !

hit shere must be dynamic and weapons/projectil too !
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: problem with the build per atmospheric reentry

Post by Pressure Line »

Peet wrote:
kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
Because cob scripting is still fast, convenient, and versatile.
and very few people actually understand lua well enough to do that.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Re: problem with the build per atmospheric reentry

Post by emmanuel »

Pressure Line wrote:
Peet wrote:
kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
Because cob scripting is still fast, convenient, and versatile.
and very few people actually understand lua well enough to do that.
maybe you can solve this problem:
by writing a easy tutorial for beginners ???
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: problem with the build per atmospheric reentry

Post by BaNa »

emmanuel wrote: maybe you can solve this problem:
by writing a easy tutorial for beginners ???
lol he speaketh true things
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: problem with the build per atmospheric reentry

Post by Forboding Angel »

isn't using lua for unit scriptings something akin to swatting a fly with a backhoe?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: problem with the build per atmospheric reentry

Post by imbaczek »

somewhat.

it'd be actually preferable to be able to do this, but it's not an easy task.

don't be afraid, BOS/COB isn't going anywhere.
User avatar
Mooseral
Posts: 49
Joined: 28 Sep 2007, 04:43

Re: problem with the build per atmospheric reentry

Post by Mooseral »

Pressure Line wrote:
Peet wrote:
kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
Because cob scripting is still fast, convenient, and versatile.
and very few people actually understand lua well enough to do that.
:?

From what I know more people know lua than cob... seeing as cob only seems to be hanging around old TA-related bits of the internet.

If you wanted something user friendly, lua would be a far better choice; it's fairly widespread, it has a pile of documentation, and it's newer.

It would be nice to have better support of a newer language like lua, as it might also lead to new stuffs being possible in the engine... But thankfully for the moment, cob is at least logical enough that a bit of stumbling around will basically be enough to learn it, and it does do it's job.
Post Reply

Return to “Art & Modelling”