force fields
Moderator: Moderators
force fields
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
Re: force fields
i do not want overlapping shields, i want shields that i can give a shape by placing towerssmoth wrote:overlapping shields do that.
Re: force fields
dont mind smoth.
There are always idiots suggesting all kinds of crazy ideas when someone says he wants something added in.
There are always idiots suggesting all kinds of crazy ideas when someone says he wants something added in.
Re: force fields
yes there are idiots always suggesting crazy ideas when I make a simple request.Gota wrote:There are always idiots suggesting all kinds of crazy ideas when someone says he wants something added in.
Re: force fields
Spawn field components between the two units.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: force fields
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.
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.
Re: force fields
Lua Beginners FAQ:Guessmyname wrote:I'm surprised no-one's just said LUA yet...
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 ...
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: force fields
*fails to see the connection between stopping units from crossing certain parts of the map and control over projectiles*
Re: force fields
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.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: force fields
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)
Re: force fields
I think there was some talk about that.