Unit catapult

Unit catapult

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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shooter98
Posts: 12
Joined: 06 Jul 2011, 11:21

Unit catapult

Post by shooter98 »

How would it be possible to make an static unit catapult that acts like an transport but then shoots the unit away, shuld i use LUS callins or write an gadget?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Unit catapult

Post by knorke »

depends.
if you plan to use AddUnitImpulse/SetUnitVelocity to send the unit flying, then a unit script will do.

if you plan to MoveCtrl the unit along its flight path (like zeroK's jumpjet gadget) then a gadget is better: You would not want units to stop inflight because the catapult got destroyed.

Spring's physic do okay-ish with units being tossed around, the actual flying is no problem. Though units sometimes spin in strange ways midflight. Problem is the landing, the direction and speed a unit bounces on impact seems rather glitchy and random to me. Does not matter if you want the unit to explode on impact.
shooter98
Posts: 12
Joined: 06 Jul 2011, 11:21

Re: Unit catapult

Post by shooter98 »

One thing still left how do i make that it acts like an tranport so it can load units?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Unit catapult

Post by zwzsg »

Again:
zwzsg wrote:Image

-> source code <-
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Unit catapult

Post by azaremoth »

It is not exactly what you are looking for but I personally like this one best: :-)

http://www.youtube.com/watch?v=Gs_zbF21 ... re=related
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Unit catapult

Post by knorke »

quick, everbody post something vaguely related!
Image
shooter98 wrote:One thing still left how do i make that it acts like an tranport so it can load units?
you mean a normal transport?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Unit catapult

Post by PicassoCT »

Wasnt there a big bertha shooting pewees once?

Thats the spring experience.. all the awesome has existed once, and never got dl-able, so that it may live on as copypasta...
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Unit catapult

Post by MidKnight »

PicassoCT wrote:Wasnt there a big bertha shooting pewees once?

Thats the spring experience.. all the awesome has existed once, and never got dl-able, so that it may live on as copypasta...
There was, and we'd probably post about it, but people got mad at us for posting in every request thread with "CA haz it."

So we don't do that any more. :-)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Unit catapult

Post by PicassoCT »

Oh, i remember now, the early CA days.. the loosing players, especially comnapped players, were by a enforced widget fps-bound to the peewees fired- therefore the name vomit-canon.. you must be this resistent to motion sickness to enjoy this ride.. [/Myth&MumboJumbo]
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Unit catapult

Post by Google_Frog »

Image

Do you want pinball, possible death and map gravity dependence (impulse) or precision, harder implementation and survivability (movectrl)?
shooter98
Posts: 12
Joined: 06 Jul 2011, 11:21

Re: Unit catapult

Post by shooter98 »

I think i want impulse
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