Unit questions

Unit questions

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.

Moderator: Moderators

User avatar
MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Unit questions

Post by MrSpontaneous »

Concidering there does not seam to be a place to ask about what kind of thngs are possible in spring right now, I guess I will make one :P any case:

Is it possible to make an air unit a suicide attacker?

Also can anything besides torbedos befired underwater, and is it possible for weopons to originate in the water and launch out?

thanks
Delphi
Posts: 6
Joined: 03 Apr 2006, 01:33

Post by Delphi »

well, i tried yesterday something...
Select a torpedoe submarine, press C, now controlling it. Fire at up. Wow, the torpedo is like a dolphin. It can go out water, but return. I thinked gravity, but, i saw the torpedoe can move as big as small distance... I dont know the fact...
Would be greater a underwater missile launch
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Hmm, i think that spring has a way to change a weapon into another after a certian time has apssed, could that be used in conjunction with modifying the firepoints to shoot up?
paulicus 25
Posts: 19
Joined: 14 Mar 2006, 09:50

Post by paulicus 25 »

would it be possible to invent a unit than can customise itself... e.g. build a type of weapon turret onto itself e.g. a heavy track base which can build a heavy rocket launcher a cannon a laser turret or a nanoturret on top of itself. that would be quite cool.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I could make a tank that build some rocket turret on the ground, then once the rocket turret is done grab it and wear it like a hat, then the player could ask the tank to build a laser turret on the ground, and once it is done the tank would grab it and wear it like earing, and, depending on how the isairbase=1 works now, maybe those turrets could fire, but, that would be some ugly, glitch-filled, workarounds.
User avatar
MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

On the subject of skripting. . .
is it possible to make a unit that automaticaly begins capturing the unit it is assigned to attack? would be very usful for a . . .unit. . .I have in mind.

in addition, is it possible to have a unit leave two corpses behind (at once)
and is it possible for units to count the number of a certain feature (corpse) in a location and respond based on the numbber.

Thanks for the information on subs and any future help
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

No, no, and no! Glad to be of help. :o
User avatar
MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

:( sigh, oh well, (said meekishly) is it possible for a unit to only be able to build after it has reclaimed a certain number of features. . . and then only once, until it claims more features. . .

can stealth be turned off on a unit when it takes x amount of damage?
I know I am irritating but I am unlcear about the capabilities of spring and myself and my friend have some strange ideas for our mod.

thanks
User avatar
MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

I call on the mighty power of bump to remind the world of my post and to attract people who will answer my quetions!

(please help me oh mighty bump)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

is it possible for a unit to only be able to build after it has reclaimed a certain number of features. . . and then only once, until it claims more features. . .
No. And I do not see a way to accomplish that, that wouldn't amount to customizing the source code pretty extensively. Grab the source, start looking at how reclaim is coded, you'll see what I mean, I think.
can stealth be turned off on a unit when it takes x amount of damage?
No, but this is at least within the realm of the easily-attainable. It'd be (fairly) straightforward to add a couple of TDF tags- say, "StealthCanDegrade=1; StealthMaxDamage=500;" and then turn the Stealth attribute off, once this threshold was reached.

Personally, as a game designer, I am very dubious as to why you would want to have something with enough hitpoints that it mattered that Stealth turned on/off due to damage, but that's just me.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

yeah i mean units recoever health for starters! and secondly units cannot cloak whilst being fired upon/ decloak when fired on
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Units do not automatically regain health.
User avatar
MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

stealth in reality is a very touchy thing, you have to have the right shape to avoid detection by radar, there for, the more damage you take, the more easily/likly you are to be detected by radar.

so if you could damage those stealth tanks raiding your base you might be able to get some of them on radar and track them so they can't suprise another part of your base till they get repaired.

Is there any external item that a unit can keep track of or can units only read their own health. . .?
thanks
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Uh, Argh? What rock have you been hiding under? Units most certainly do regain health.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Hmm. Thought that was only if AutoHeal was enabled. Will have to do a simple experiment to confirm that.

And if you want tanks to lose their stealthy natures if damaged... hrmm... ok... first off, real-world tanks are not at all stealthy. That aside... you could probably get them to be radar-jammers with teeny-tiny radii, and then have them shut their radar off if damaged, by using code stolen from the OTA solar collectors.
Last edited by Argh on 10 Apr 2006, 05:33, edited 1 time in total.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

That may be the case, but all units i've seen so far do it.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

... that's because every unit in XTA (and I would assume AA, but I have not checked) has AutoHeal enabled. Which, personally, I find puzzling, since it's a very un-OTA-like thing to add to gameplay, but hey, it doesn't seem to bug players very much, not having to micro to heal things.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

talking of autoheal Argh, did you check it? if so please report back to the bug tracker, so that gets attention and gets fixed.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

MrSpontaneous wrote:can stealth be turned off on a unit when it takes x amount of damage?
Change stealth into very low radius jammer. Then use a script like:

StealthAndHealth()
{
while(1)
{
sleep 500;
if((get HEALTH)<75)
{set ACTIVATION to FALSE;}
if((get HEALTH)>=75)
{set ACTIVATION to TRUE;}
}
}

Create()
{
...
start-script StealthAndHealth();
}


No need for new FBI tags.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

:arrow: What zwzsg said. Thanks for posting the BOS code for that.
Post Reply

Return to “Game Development”