New flag in mod - Page 3

New flag in mod

Requests for features in the spring code.

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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: New flag in mod

Post by lurker »

It could use many things, or it could just respect mods using toairweapon. Or it could just let you shoot with anything that won't fall back down. Let's take a nice extremem variant. Only beamlasers. Where is there interference with the game? It's just something there.
Regret
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Joined: 18 Aug 2007, 19:04

Re: New flag in mod

Post by Regret »

lurker wrote:It could use many things, or it could just respect mods using toairweapon. Or it could just let you shoot with anything that won't fall back down. Let's take a nice extremem variant. Only beamlasers. Where is there interference with the game? It's just something there.
Something like flying laser chickens doesn't deserve a honorable mention?
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lurker
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Joined: 08 Jan 2007, 06:13

Re: New flag in mod

Post by lurker »

You could be entirely unable to shoot them, but they would still need to be units to work right. The point here is that you can have units that don't interfere, so detecting units does not work.
Regret
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Re: New flag in mod

Post by Regret »

lurker wrote:You could be entirely unable to shoot them, but they would still need to be units to work right. The point here is that you can have units that don't interfere, so detecting units does not work.
Which is a very very very rare scenario. And about the only one I can think of.
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lurker
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Re: New flag in mod

Post by lurker »

You want something more common? Yes, world builder does use units as features. That have the ability to be in enough maps for you? What if the map needs units on it to give you to save you from the harsh environment or lack of certain resources?
Regret
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Re: New flag in mod

Post by Regret »

lurker wrote:You want something more common? Yes, world builder does use units as features. That have the ability to be in enough maps for you? What if the map needs units on it to give you to save you from the harsh environment or lack of certain resources?
Worldbuilder using units as features is a flawed design. Features are there for a reason.

If the map needs to give you units then those units are interfering with the game and player should be notified of additional non-mod units.
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lurker
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Re: New flag in mod

Post by lurker »

A harsh landscape where anything not in range of a protective unit will soon die. Well, could do the same thing with a feature, but then it couldn't animate or move or have a good healthbar, etc. Is that the difference between interfering and not interfering? Being a unit instead of a feature? Just because something can be done worse as a feature doesn't mean it should have to be.


Maybe the fact that you can turn spring into pacman and block everything else with just lua is enough to convince you that looking for units is a poor method?
Regret
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Joined: 18 Aug 2007, 19:04

Re: New flag in mod

Post by Regret »

lurker wrote:Maybe the fact that you can turn spring into pacman and block everything else with just lua is enough to convince you that looking for units is a poor method?
LuaGaia can do that?
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lurker
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Re: New flag in mod

Post by lurker »

Yes.
Regret
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Re: New flag in mod

Post by Regret »

whine whine whine
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smoth
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Joined: 13 Jan 2005, 00:46

Re: New flag in mod

Post by smoth »

he is just being asinine now, why is this thread still even open?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: New flag in mod

Post by CarRepairer »

Who cares if it interferes or not? My point is, let the player know.

This map contains extra units

or

This map contains extra units

or

This map contains extra units
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New flag in mod

Post by Gota »

Just have the map options tab light up when there are extra whatever..the user will be inclined to press it and will see there are more units added and which ones..
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: New flag in mod

Post by Peet »

I think operating systems should disable the user's ability to run an arbitrary program; the operating system is not advertised as having the features of the programs it runs therefore it should never run programs.
Regret
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Joined: 18 Aug 2007, 19:04

Re: New flag in mod

Post by Regret »

Peet wrote:I think operating systems should disable the user's ability to run an arbitrary program; the operating system is not advertised as having the features of the programs it runs therefore it should never run programs.
Wrong.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: New flag in mod

Post by zwzsg »

Doesn't UAC does exactly that?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: New flag in mod

Post by KDR_11k »

zwzsg wrote:Doesn't UAC does exactly that?
That and summon demons from the depth of hell.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: New flag in mod

Post by lurker »

CarRepairer wrote:Who cares if it interferes or not? My point is, let the player know.

This map contains extra units

or

This map contains extra units

or

This map contains extra units
Only if there is a corresponding warning that a map contains features. It's stupid to only warn about units themselves. Push this issue and I will make simulacrum units.

zwzsg wrote:Doesn't UAC does exactly that?
It prevents you from installing in program files without an admin password, just like any sane multiuser OS.
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