Odd idea: walking over corpses?

Odd idea: walking over corpses?

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Odd idea: walking over corpses?

Post by Pxtl »

I just had an odd idea - since a big part of Spring is now all-terrain units that can climb, how about extending that ability to climbing over wreckage? Assign each wreckage piece (or other feature) a "climbheight" and "climbslope" - the height is how high units on top of wreckage stand, and slope is what the MaxSlope of a unit must be to travel across the wreckage. Thus, you could have K-bots climbing over their fallen fellows, and piles of bodies mounting up. Make "wreckageslope" cumulative, so that high body piles are more difficult to negotiate.

In the extreme case, you could even have certian commando and spider units able to climb over DTs - just assign DTs an extremely high "climbslope" attribute, and give said all-terrain units an even higher one.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hmm that would require a lot of work on pathfinding.

I know you can crush a feature/corpse udner you, you can make a feature/corpse walkthroughable....
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

actually, if you make the corpses have a tag with blocking=0; it will makes units go through the corpse creating an illusion that it walks over it, it's what I did for WD.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I think that option could be visually confusing, GZ.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

not for corpses that are as flat as a pile or rubble :P for tanks it WOULD look odd yes or other big units...
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Yeah, the infantry corpses in SWTA have blocking=0 too, so they're there but units have no problem going over them.

But the thing is, if you did that for a large corpse (let's say the Krogoth) so you could have the Beelzebub step over it... all other units would be able to walk through it as well.

What we'd need is a "MaxCorpseBlockingHeight" tag for the moveinfo.tdf classes, I'd say. That way a big walker like the Beelzebub could step over corpses no problem, unless it ran into one that was too tall (corpses do already have a height tag in their definitions :)), but it'd still block smaller units normally.
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