Please add these

Please add these

Requests for features in the spring code.

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Generalcamo
Posts: 5
Joined: 02 Aug 2010, 02:41

Please add these

Post by Generalcamo »

I need these for a future mod I am planning:
  • Construction yard logic (You build a building and deploy it when ready from a certain radius)
  • Harvesting (Deploy harvesters to harvest Ore/gems
  • Power bar (There is a power bar that shows how much power you have. If you exceed this bar, buildings go offline)
  • Superweapons (obvious)
  • Public timer (There is a timer visible to all showing how much time until the thing is ready)
  • Mine logic (Deploy mines than return to a service depot to repair/reload)
  • Selling buildings
  • Repairing buildings by a button in sidebar
  • Helipad logic (Reload a helicopter at a helipad)
Please add these
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Please add these

Post by FLOZi »

All lua-ble.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Please add these

Post by Das Bruce »

No points for guessing which popular RTS series your basing your game off. :P
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Re: Please add these

Post by Gnomre »

i found this cool game which had all those features and it even looked pretty good too!

forget what it was called though sorry
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Please add these

Post by Das Bruce »

Control and Capture.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Please add these

Post by Google_Frog »

Tell me if you want to add multi target linked mind control. I think the gadget would be quite fun to write but how little CA needs it is too high compared to my free time.
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Please add these

Post by zwzsg »

  • Construction yard logic: Like in GRTS?
  • Harvesting: That's the trickiest one to implement. Zpock has done it, but not sure he's released code.
  • Power bar: Gundam has it.
  • Superweapons: The obvious is that every *A mod features nuke. Or check KP's terminal & firewall for a more Luaed version.
  • Public timer: KP's CW is a public timer.
  • Helipad logic: Eh, this one is supported engine-side! Doesn't even need Lua! Check the fuel tags.
Generalcamo
Posts: 5
Joined: 02 Aug 2010, 02:41

Re: Please add these

Post by Generalcamo »

Con yard: No, like in Command And Conquer
Superweapons: The 3 major superweapons I am looking for are atom bombs, Chronospheres, and Iron Curtains. The 2 minor superweapons are parabombs and Paradrops.
Helipad logic: Fuel, who said anything about fuel? I was talking about ammo.

And I need 2 new logics:
Chrono warping: Warp one unit across the map. Kills infantry and demo trucks.
Chrono vortex: Overuse that chronosphere, you got a big problem.
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Please add these

Post by hoijui »

the logic is the same, whether you call it fuel or ammo.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Please add these

Post by zwzsg »

Con yard: No, like in Command And Conquer
Why do I suspect you didn't check what GRTS conyard work like, nor even what GRTS is?

atom bombs
Oh I see. How foolish of me to mention Nuke when you what you really want is Atom Bomb.
Chronospheres
I hate that name, it suggest time travel ability, while it's merely a single unit teleport.

Teleport was tricky in TA, but is trivial in Spring:

Image

Oh noes I'm teleporting a Krogoth and not a Mammuth, it's totally not the right feature!

Iron Curtains
Kernel Panic firewall.

Oh wai..
Iron != Fire
Curtain != Wall
Darn! So close but the words are not the same. So throw away all the code logic and start from scratch.

parabombs
So, slowly falling bombs?

Paradrops
If it was possible already in TA....

Image

Chrono vortex: Overuse that chronosphere, you got a big problem.
Either we played RA, and then your description is useless, or we didn't, and then your description is useless.

I remember being disappointed huge time when I first saw one, I expected total mayhem as units get teleported randomly all over the map, and instead all I got was a small ugly tornado. Even my TA storm cloud looks better:

Image

Helipad logic: Fuel, who said anything about fuel? I was talking about ammo.
Yes you were, and I know that you were. My answer still stand. The UnitDefs and WeaponDefs for helipad logic are called fuel. Make firing the weapon use lots of fuel, and flying little to no fuel, and you'll get the behavior you want.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Please add these

Post by PicassoCT »

logic? Who needs logic, he is obviously porting red alert 2... this calls for immidiate action, right immidiate.
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Yuri le Sovjetja, commands you to do my will you hello-lua drones.

Sorry, but if the guest smells fishy, you are inviting the trolls for a dance and sweet romance.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Please add these

Post by Beherith »

FLOZi wrote:All lua-ble.
Yep, all doable, some are already done, ill post those that I remember are in done already by other mods:

* Construction yard logic GTRS
* Harvesting Use features and some lua
* Power bar IIRC gundam has something similar
* Superweapons Please elaborate on how this would be different from current nuke system.
* Public timer Very easily lua-able (use ETA code with a gadget to display for all)
* Selling buildings CA has scrap function (or had it)
* Helipad logic Use current fuel tag and maybe gadget to decrease fuel from COB callout
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Please add these

Post by AF »

With the addition of the nuke button widget, you have all you need to figure out how to lua-fy any kind of superweapon using command and conquer or supreme commander etc style interfaces.

This is all doable via lua

Some of it has already been done via lua albeit under a different name. But your not going to find it being added to the engine, that would be stupid considering its already available in lua form.
Generalcamo
Posts: 5
Joined: 02 Aug 2010, 02:41

Re: Please add these

Post by Generalcamo »

I am thinking of porting RA1. With enhanced features.

Most of the tutorials are incomplete or do not tell me much. Can you link me to a tutorial on scritping? And LUA?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Please add these

Post by FLOZi »

Spring lua guide is here:

http://springrts.com/phpbb/viewtopic.php?f=23&t=16223

Unit behaviour is by and large controlled via engine tags in the unitdef and lua code in synced LuaRules gadgets, unit 'scripting' is, by and large (but not entirely), cosmetic animations.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Please add these

Post by Neddie »

There is a Reference Guide at the end of that thread which you might print out for easy access.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Please add these

Post by AF »

Are you sure porting RA1 will work? Sure the Lua component is doable, but is the legal component?
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Please add these

Post by PicassoCT »

We add a unit- the chronolawyer, travell back in time and steal the IP right before it is claimed to be invented.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Please add these

Post by CarRepairer »

PicassoCT wrote:We add a unit- the chronolawyer, travell back in time and steal the IP right before it is claimed to be invented.
Awesome. Just don't overuse him or you get a tornado.
Google_Frog
Moderator
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Joined: 12 Oct 2007, 09:24

Re: Please add these

Post by Google_Frog »

Send a lawyer through time and he will sue his younger self for using his property.
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