Transporting Ally Commanders

Transporting Ally Commanders

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Transporting Ally Commanders

Post by NOiZE »

some chat wrote:[21:19:53] <[WarC]NOiZE> hi
[21:19:57] <[LCC]quantum[CA]> hello
[21:20:15] <[WarC]NOiZE> I Want something scripted, but im looking for a volunteer =)
[21:20:25] <[LCC]quantum[CA]> what do you need?
[21:20:27] <[WarC]NOiZE> i want atlasses being unable to pick up ally commanders, or maybe when a atlas picks up an allied commander, the atlas should be undercontrol of the "transported" commander
[21:23:12] <[LCC]quantum[CA]> that's a good idea, i'll maybe make it.. but my todo list has 57 lines so if you want it quick dont count on me
I would like this in BA, so im hoping someone could write this for me =)
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Transporting Ally Commanders

Post by Otherside »

Do it yourself :D
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Transporting Ally Commanders

Post by TheFatController »

Meh I have it half working but with the area-load command its a pain to block the loading of an allied commander without blocking the whole command, the only solution I can think of is polling all the transports that are given an area-load command for a short time to make sure one doesn't take an allied commander... which is just messy...
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Transporting Ally Commanders

Post by FLOZi »

Easy to do it in COB
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Transporting Ally Commanders

Post by Acidd_UK »

Actually I would like to make it an option so you can still allow some players to move your com without messing around with the trans. If you trust someone/some ppl/everyone then you should not be forced to nerf the teamwork aspect of the game. Optional pls!
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Transporting Ally Commanders

Post by TheFatController »

Here's one solution

http://pw3n.net/gadgets/cmd_no_ally_comnap.lua

In this gadget any attempt to load an allied commander is replaced with a move order to that commander.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Transporting Ally Commanders

Post by Acidd_UK »

That's not a solution though, it's simply reducing the opportunity for good teamwork.

I think we need to define exactly what the problem is before we start defining solutions. Presumably this is to stop greifing tactics, but as I've said in another thread, nerfing what your interactions with allies isn't the way to prevent greifing. What next, remove the ability to capture allies things? Remove friendly fire? Remove the ability to send a nuke within 100km of an allies unit? Etc etc etc....
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det
Moderator
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Joined: 26 Nov 2005, 11:22

Re: Transporting Ally Commanders

Post by det »

Acidd_UK wrote:That's not a solution though, it's simply reducing the opportunity for good teamwork.

I think we need to define exactly what the problem is before we start defining solutions. Presumably this is to stop greifing tactics, but as I've said in another thread, nerfing what your interactions with allies isn't the way to prevent greifing. What next, remove the ability to capture allies things? Remove friendly fire? Remove the ability to send a nuke within 100km of an allies unit? Etc etc etc....
+1

edit: btw, I would like a gadget that prevent napping of enemy units unless they are EMP'd.
Last edited by det on 09 Jul 2008, 13:02, edited 1 time in total.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Transporting Ally Commanders

Post by KDR_11k »

Acidd_UK wrote:That's not a solution though, it's simply reducing the opportunity for good teamwork.
Hand the transport to your ally, let him give the transport order.
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sillynanny
Posts: 125
Joined: 20 Jun 2008, 14:26

Re: Transporting Ally Commanders

Post by sillynanny »

NOiZE wrote:when a atlas picks up an allied commander, the atlas should be undercontrol of the "transported" commander
This would be ideal.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Transporting Ally Commanders

Post by Hoi »

sillynanny wrote:
NOiZE wrote:when a atlas picks up an allied commander, the atlas should be undercontrol of the "transported" commander
This would be ideal.
+1

but what about enemys comnaping? that would work too :o
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Transporting Ally Commanders

Post by Regret »

NOiZE wrote:
some chat wrote:[21:19:53] <[WarC]NOiZE> hi
[21:19:57] <[LCC]quantum[CA]> hello
[21:20:15] <[WarC]NOiZE> I Want something scripted, but im looking for a volunteer =)
[21:20:25] <[LCC]quantum[CA]> what do you need?
[21:20:27] <[WarC]NOiZE> i want atlasses being unable to pick up ally commanders, or maybe when a atlas picks up an allied commander, the atlas should be undercontrol of the "transported" commander
[21:23:12] <[LCC]quantum[CA]> that's a good idea, i'll maybe make it.. but my todo list has 57 lines so if you want it quick dont count on me
I would like this in BA, so im hoping someone could write this for me =)
It's dumbing down the gameplay.

We as a clan often transport commanders of our clanmates/allies, it's incredibly useful when your ally isn't paying attention and allies comm is getting overrun, you go in quick, and take the comm to safety.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Transporting Ally Commanders

Post by Hoi »

Regret wrote:
NOiZE wrote:
some chat wrote:[21:19:53] <[WarC]NOiZE> hi
[21:19:57] <[LCC]quantum[CA]> hello
[21:20:15] <[WarC]NOiZE> I Want something scripted, but im looking for a volunteer =)
[21:20:25] <[LCC]quantum[CA]> what do you need?
[21:20:27] <[WarC]NOiZE> i want atlasses being unable to pick up ally commanders, or maybe when a atlas picks up an allied commander, the atlas should be undercontrol of the "transported" commander
[21:23:12] <[LCC]quantum[CA]> that's a good idea, i'll maybe make it.. but my todo list has 57 lines so if you want it quick dont count on me
I would like this in BA, so im hoping someone could write this for me =)
It's dumbing down the gameplay.

We as a clan often transport commanders of our clanmates/allies, it's incredibly useful when your ally isn't paying attention and allies comm is getting overrun, you go in quick, and take the comm to safety.
my vote goes to mod option
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Transporting Ally Commanders

Post by LordMatt »

Regret wrote:It's dumbing down the gameplay.

We as a clan often transport commanders of our clanmates/allies, it's incredibly useful when your ally isn't paying attention and allies comm is getting overrun, you go in quick, and take the comm to safety.
This is the reason I don't like this idea either. I have evacuated allied coms from certain death on several occasions, and having to fight some widget that prevents loading or gives the transport to the ally would have resulted in the loss. The momentary delay between loading complete and the ally realizing they now needed to move the atlas themselves would have been sufficient for rockos to kill a stationary transport.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Transporting Ally Commanders

Post by Jazcash »

I'm with Regret on this one but also when you have an ally that is not doing much, is idle or is porcing badly, I like to use their coms for better purposes ;)
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Transporting Ally Commanders

Post by quantum »

This transfers the atlas but causes a crash after a few seconds, in .76b1.
It works in Spring r6108.
Tested in CA.

Code: Select all

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
--  Copyright (C) 2008.
--  Licensed under the terms of the GNU GPL, v2 or later.
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

function gadget:GetInfo()
  return {
    name      = "NoAllyComNap2",
    desc      = "Transports picking up allied Commaders are give to the "..
                "transported Commander's team",
    author    = "quantum",
    date      = "July 09, 2008",
    license   = "GNU GPL, v2 or later",
    layer     = 0,
    enabled   = true  --  loaded by default?
  }
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

if (not gadgetHandler:IsSyncedCode()) then
  return
end


function gadget:UnitLoaded(unitID, unitDefID, unitTeam, transportID, transportTeam)
  Spring.Echo(unitTeam, transportTeam)
  if (UnitDefs[unitDefID].isCommander and 
      Spring.AreTeamsAllied(unitTeam, transportTeam)) then
    Spring.TransferUnit(transportID, unitTeam, true)
    Spring.GiveOrderToUnit(transportID, CMD.STOP, {}, {})
  end
end

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Transporting Ally Commanders

Post by Machiosabre »

you finished your entire todo list in one day? :P
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Transporting Ally Commanders

Post by Evil4Zerggin »

Nah, all devs use priority queues.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Transporting Ally Commanders

Post by ZellSF »

My vote's for mod option default to off. BA needs more mod options :P
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Transporting Ally Commanders

Post by Jazcash »

BA Mode Options. Discuss.

My suggestions:

* ( No Com ), A mode which starts every played without a com but instead allows the player to choose a T1 lab and spawns it where they choose to spawn. So basically BA without a com.

* Another mode ( Assassination ) Where it's com ends as normal but each com has 10000 health instead.

* ( Juggernaut ) Where before the game begins one player is selected to be the juggernaut. This player has to be alone against everyone else but he has a 100 bonus and his com has 10000 health and all his attack units do x2 more damage.

* ( Sudden Death ), Com ends as normal but each players com has 1000 HP instead of 3000.

* ( Metal Mode ). Each Mex gives 10 Metal instead of the usual amount which is usually 1.8 to 3.

* ( Swap mode ) Players built up as normal but every 10 minutes allies units are randomly swapped. So for instance if I built up a big base and one of my allies built up a small base, at 10 minutes we would swap bases so the noob would have my big base and I would have to work on the small base etc...


These are just a few suggestions I've come with at the top of my head and I think some of them could potentially be quite fun.
Please think about this, discuss.
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