force fields

force fields

Requests for features in the spring code.

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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

force fields

Post by Hoi »

well, i woulld like 'force fields' with that i mean some kinna towers that, if connected together create a force field between them, this should be possible with 2 or more towers
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smoth
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Joined: 13 Jan 2005, 00:46

Re: force fields

Post by smoth »

overlapping shields do that.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: force fields

Post by Hoi »

smoth wrote:overlapping shields do that.
i do not want overlapping shields, i want shields that i can give a shape by placing towers
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: force fields

Post by Gota »

dont mind smoth.
There are always idiots suggesting all kinds of crazy ideas when someone says he wants something added in.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: force fields

Post by smoth »

Gota wrote:There are always idiots suggesting all kinds of crazy ideas when someone says he wants something added in.
yes there are idiots always suggesting crazy ideas when I make a simple request.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: force fields

Post by KDR_11k »

Spawn field components between the two units.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: force fields

Post by Guessmyname »

I'm surprised no-one's just said LUA yet...

Anyway, I know you could definitely do a 'laser grid' style wall that damages units that try to pass through it (script-emit beamlasers at all other laser towers in a certain radius). Not a clue on the 'physically stop units' front.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: force fields

Post by jK »

Guessmyname wrote:I'm surprised no-one's just said LUA yet...
Lua Beginners FAQ:
Q: What Lua cannot do (yet)?
A: You cannot ...
*changing projectiles, nor detect their positions.

you could create a stack of smaller unit to create a wall of sphere, but that will cause other issues ...
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: force fields

Post by Guessmyname »

*fails to see the connection between stopping units from crossing certain parts of the map and control over projectiles*
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: force fields

Post by Peet »

Well the OP's request doesn't state whether the force fields would stop projectiles or units...and stopping projectiles would be feasible in svn/.77 by spawning an invisible unit with a large rectangular hit primitive in the centre of the field area, with the correct rotation etc.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: force fields

Post by Guessmyname »

Yes, but how would you get the hitbox the right length? Can we change it's parameters on the fly ingame? (This would be awesome by the way)
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: force fields

Post by KDR_11k »

I think there was some talk about that.
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