Turn based
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Turn based
Is it possible to make a turn based mod for spring?
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Turn based
LUA?
That answer is cheap I know but it pretty much says it all...
That answer is cheap I know but it pretty much says it all...
Re: Turn based
Yep, each turn could be a few seconds, and each unit could move so far or shoot so much per turn, relying on velocity/reloadrate and junk. The hardest part would probably be "freezing" the unit when your turn is over.
Re: Turn based
Something as simple as pausing the game, allowing the user to give his commands then unpausing it, but controlled by scripts might work.
You could time the units to fit the time the game runs between turns, so say the game runs 5 seconds, units will take 5 seconds or 10 seconds to reload.
Just some ideas
You could time the units to fit the time the game runs between turns, so say the game runs 5 seconds, units will take 5 seconds or 10 seconds to reload.
Just some ideas
- TheMightyOne
- Posts: 492
- Joined: 26 Feb 2007, 14:32
Re: Turn based
"hold fire" + "hold position" after each turn should do it.Snipawolf wrote:The hardest part would probably be "freezing" the unit when your turn is over.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Turn based
Paralyze!TheMightyOne wrote:"hold fire" + "hold position" after each turn should do it.Snipawolf wrote:The hardest part would probably be "freezing" the unit when your turn is over.
Re: Turn based
I think pausing would be necessary as paralizing units wouldnt stop production... and making it pause is probally easier than putting loads of things to stop each operation :)
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Turn based
Why staying so complicated? Just do everything with LUA and don't use Spring's hardcoded behavior. Halt the game in general like it's known from the deployment mode and control the units via LUA...