Transport Opinions

Transport Opinions

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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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Transport Opinions

Post by SanadaUjiosan »

Getting transports to do what you want sucks. For me at least. CT's transports have sucked from the start, and it's time to get serious and fix them. So I want some opinions from the various players and devs here.

What makes a good transport?

Spring can do transports a few different ways but I swear most of them are either clumsy or look bad. What I want to know is what people have noticed "works". I'm talking about ease of use, looks good/cool, isn't ridiculous.

The current (broken) transport in CT is a big craft that can carry a handful of most units. It visibly holds its cargo on the underside. I think it unloads in the style that lands and everything poofs out. But it can look weird with different units all clipped in together, and it has a really hard time both picking up and dropping off units (this is probably an error on my part).

What do people like? Small transports that carry single units, big ones that carry multiples, the land and poof out style or the kind that moves to each point and individually drops the cargo?

In the past I've tried a few different methods and nothing ever really worked or looked right. Anyone got some input?
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Transport Opinions

Post by knorke »

What makes a good transport?
easy to see what is inside: either from model or via interface (think starcraft)
In ta mods I always tilt the camera to see if/what is loaded.

transport that holds multiple units:
needs a way to see how many more passengers can fit in.

http://www.abload.de/img/dropship_with_dudesyoei6.jpg

quick and reliable unload:
is just annoying if your stuff gets killed because the transport takes ages to land etc. Sadly just giving high verticalSpeed (think thats the one) does not work so good, the aircraft will wobble with high frequency.
Best is imo "parachute unload" but with multiple passenger it requires multiple unload commands if the transport drifts outside unload-circle. (for example because it arrives with high speed and brakes too slow)

loading:
would be nice to have:
-transport that loads from air (starcraft style)
-transport that loads, and then the infantry walks in. instead of infantry standing around and being chased by a giant dropship
both is lua-able i guess...
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: Transport Opinions

Post by SanadaUjiosan »

Best is imo "parachute unload" but with multiple passenger it requires multiple unload commands if the transport drifts outside unload-circle. (for example because it arrives with high speed and brakes too slow)
So you're saying it (can) have a higher success rate if the transport's stats make sure it can stop quickly (and doesn't go too fast in the first place)? I experimented briefly with the parachute unload but I probably didn't do it right as I don't remember it working.
easy to see what is inside: either from model or via interface (think starcraft)
Some kind of interface would be the best. Does anyone know if someone's made a widget for this (I'm sure it's possible <_<)
both is lua-able i guess...
As always, I'm seeking engine-supported solutions.

Perhaps just zero'ing in on the proper speeds and whatnot for a transport can help them perform as they should.
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: Transport Opinions

Post by SanadaUjiosan »

I experimented with what you mentioned knorke, and I see what you mean, if the transport goes outside the drop radius (and it seems it will, no matter how fast you make them stop), it'll belay the order and either sit still or go back to load up if it's on Repeat.

After some contemplation I decided the easiest and cleanest route may be to go back to basics. The parachute style unloading is neat and as Knorke pointed out, clean as it doesn't involve the transport moving up and down. The problem with the parachute style is if you have more than one unit.

So, I'm thinking about making the transport be a single unit transport, cheap, fast, easy to kill, and ferry routes would be busy areas demanding protection. I did some tests and it doesn't seem to work too badly.

Also lets me drop the "cruiser" appearance for something more drop-shippy. CT may get its first helicopter!
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Transport Opinions

Post by knorke »

transport are bit strange. but for example to report the parachute unload one has to upload testmod etc, too lazy :/

Btw I tried to drop all other passengers when one passenger gets unloaded like this:

Code: Select all

function script.EndTransport ()
	Spring.Echo ("script.TransportDrop")
	for i,uid in pairs(Spring.GetUnitIsTransporting(unitID)) do
		Spring.UnitScript.DropUnit (uid)
	end
end
It works: all passengers get thrown out of transport.
But instead of slowling falling down, they appear instantly under the transport. So that is basically starcraft style unloading...not the expected behaviour.
Guess one could move them up again with MoveCtrl so they can fall down nicely.
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: Transport Opinions

Post by FireStorm_ »

Just out of curiosity:
Could a unit script get the unloading coordinates from spring and use them? Like also ask the y-position of the transporter, and adjust the unloading coordinates accordingly, to have passengers unload in mid-air?

Also, if you would combine knorke's drop-all-passengers with the transport touching down beforehand, I think that could be a nice and useful effect. Maybe the unit wouldn't actually have to land (since I understand that takes to long in some cases), but mimic it by moving close to the ground while transporting.

There is one thing I would avoid making a transport btw, although it is mainly cosmetic. That is a transport that will show a unit in it's loading bay (that, I think, is basic a good thing), but if multiple units are loaded they are stored in/at who-knows-where. (I'm afraid ba's transport qualifies though :-) )
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Transport Opinions

Post by PicassoCT »

there is a portal to hammerspace in every unit.. else where do the pilots get there ammo and food from..
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Transport Opinions

Post by Forboding Angel »

Honestly, my favorite part is when the death animation is called everytime a unit is unloaded -_-

Any yes, any transport other than *A style atlas is going to be problematic. It may be better now, but land flood was particularly weird a few spring versions ago. Evo used to have a big box transport, but I basically had to nix the unit due to the fact that the atlas style was the only kind I could get to work well for me.

Things may have changed, so ymmv.
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