Question: Features
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- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
Question: Features
1: Is there a way to make a feature explode apon death?
2: After a feature has been destroyed can it leave a corpse?
3: Is there a way to make a feature immune to damage?
4: Can a feature be made so that it can not be reclaimed?
5: is there a way to make a feature emit a light source?
6: Is there a limit to the features footprint size?
2: After a feature has been destroyed can it leave a corpse?
3: Is there a way to make a feature immune to damage?
4: Can a feature be made so that it can not be reclaimed?
5: is there a way to make a feature emit a light source?
6: Is there a limit to the features footprint size?
1: Not in Spring (in OTA you could use animated gafs, in Spring you can't. Features need scripts)
2: featuredead=corpse_to_turn_into; <-- this is how "full" corpses turn into the little piles of rubble after so much damage. Otherwise they just disappear.
3 & 4: http://taspring.clan-sy.com/changelog.txt
5: No.. Well, not real light, but I'm not sure what exactly self-illumination on an s3o texture can do.
6: Doubt it, but they will get LOD'ed badly at a distance IIRC.
Also, just for added reference, don't forget that all features (trees, corpses, anything) can only have *one* piece in their 3d file, be it 3do or s3o. The engine simply ignores child pieces on these models.
2: featuredead=corpse_to_turn_into; <-- this is how "full" corpses turn into the little piles of rubble after so much damage. Otherwise they just disappear.
3 & 4: http://taspring.clan-sy.com/changelog.txt
5: No.. Well, not real light, but I'm not sure what exactly self-illumination on an s3o texture can do.
6: Doubt it, but they will get LOD'ed badly at a distance IIRC.
Also, just for added reference, don't forget that all features (trees, corpses, anything) can only have *one* piece in their 3d file, be it 3do or s3o. The engine simply ignores child pieces on these models.
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
You dare wake aGorm from his slumber..?
Anyway, thast teh tags in my big trees, that are not reclamable and are indestuctabe. Now... I go back to sleep.
(In other words, in answer to four, just give it 0 metal, ior atleast im assuming tahst whats made it non-reclamable... it might be mixed with the indestructible tag, its so long since i wrote that and made it work i cant remember what i did.)
aGorm
Code: Select all
[tree1]
{
world=All Worlds;
description=Large Tree;
category=arm_corpses;
object=tree1.s3o;
footprintx=16;
footprintz=16;
height=600;
blocking=0;
hitdensity=0;
metal=0;
damage=500;
flammable=0;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
indestructible=1;
upright=1;
}

(In other words, in answer to four, just give it 0 metal, ior atleast im assuming tahst whats made it non-reclamable... it might be mixed with the indestructible tag, its so long since i wrote that and made it work i cant remember what i did.)
aGorm
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23

I need a feature that can not be reclaimed but can be destroyed.
from what I see Spring can not do this at this time. The reclaimable tag does not seem to work, though the act of making it indestructible does prevent units from reclaiming it. If anyone els knows of a way to make a feature that can be destroyed, but cannot be reclaimed, I would be very greatful for that information.
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
At this time it is not really possible to do that sadly. If you tried you would run into a few probs.
Problem 1: Tall features only seem to show up if there foot print in within your screen.
Problem 2: If you tried to move a construction unit into the area where the features are, you would have difficulty trying to move the unit around without the construction unit trying to reclaim the features.
Problem 3: Large units would run into the features and not move around them (thinking that the feature would move out of its way).
Problem 4: At this time there is no way to make a feature nonreclaimable without making it indestructible.
Problem 5: there is no way to make a feature explode at this time, you could kill a feature but sadly no BOOM BOOM!
Problem 1: Tall features only seem to show up if there foot print in within your screen.
Problem 2: If you tried to move a construction unit into the area where the features are, you would have difficulty trying to move the unit around without the construction unit trying to reclaim the features.
Problem 3: Large units would run into the features and not move around them (thinking that the feature would move out of its way).
Problem 4: At this time there is no way to make a feature nonreclaimable without making it indestructible.
Problem 5: there is no way to make a feature explode at this time, you could kill a feature but sadly no BOOM BOOM!

I thought I added a tag that made features be drawn always regardless of distance, ro at least zaphod rewrote what I'd done.......
Eitherway badger someone on the team for the tag to be re-implemented properly........
Or you could give the unit a huge footprint the size fo the map almost, then make it nonblockign and non reclaimable/destructable, then fill its interior with land, that'd get it shown everywhere on the map, btu ti might ahve a few effects I havent anticipated.
Eitherway badger someone on the team for the tag to be re-implemented properly........
Or you could give the unit a huge footprint the size fo the map almost, then make it nonblockign and non reclaimable/destructable, then fill its interior with land, that'd get it shown everywhere on the map, btu ti might ahve a few effects I havent anticipated.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53