Netstorm Mod - Page 2

Netstorm Mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Deten
Posts: 11
Joined: 28 Feb 2008, 05:05

Re: Netstorm Mod

Post by Deten »

Anarchid wrote: Making units walk on other units is impossible afaik
Hrmm,

Is there no way to remove unit collision? Or reduce the collision to a very small value so it wouldnt be noticeable?

As i've said I am new to spring, and I dont know much about the engine. All the help is very appreciated.
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Netstorm Mod

Post by Anarchid »

Is there no way to remove unit collision? Or reduce the collision to a very small value so it wouldnt be noticeable?
Yes, there is an unitdef tag just for that. However, with the voidwater/terraforming approach, you won't really need that. Besides, using bridges made of units that are actual units (not placeholders for terraforming, which reverse-terraform on death) will definitely screw a lot more with pathing, which already isn't glorious.
See the "bridge" unit inside that mod.
Scrooeh the bridges, but i'll absolutely be stealing the flying-factories-thingy for Metropolis!
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Netstorm Mod

Post by Das Bruce »

I like this idea, and may have a surplus of modelling time in about a fortnight.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Netstorm Mod

Post by Saktoth »

Ive always wanted to make a mini-mod which is all about terraforming. You play it on a special acid map (or just lua deadly water) and have to use terraforming as well as terraform guns and perhaps impulse weapons (ala CA newton) for more physics fun to knock the enemies walls down and push them into the acid water. Lots of static weaponry/artillery and nanotowers and deflection shields and all sorts of physics zaniness.

A bit of a divergence but sort of similiar.
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