Unit questions - Page 2

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.

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Tweenk
Posts: 14
Joined: 19 Mar 2006, 23:41

Post by Tweenk »

1. Is it possible to add some sort of user-controlled unit designing in a mod? I mean of something like in Earth 2150 and 2160, where the units are assembled by player using researched components, i. e. you choose a carriage and then add weapons, engine, shield generators etc. to it, chosen form what you have already researched. TA doesn't have any research, so it could be solved by building factories for each component. Or, to save on building count, we could have one weapons factory which would in turn build modules responsible for production of certain things using its integrated nanolathe tower.
2. Is it possible for an unit to have two health bars - "main" and "secondary", which work in such a way that the unit is killed when the main bar depletes, but certain types of damage are absorbed by the secondary health bar and then by main health bar once the former is zero? (In a more advanced form a weapon-specific constant would define secondary/mian damage ratio). The secondary health bar could simulate an energy shield (if it auto-heals), a layer of armor (armor-piercing weapons!) etc.
3. Is it possible to vary damage received by an unit depending on the direction from it was hit (i. e. tanks are more vulnerable to attack from above and less vulnerable to frontal hits)?

Yeah I ask lots of questions, ;) but those things can be useful in certain mods (2 and 3 would benefit realistic ones)
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Tweenk wrote:1. Is it possible to add some sort of user-controlled unit designing in a mod? I mean of something like in Earth 2150 and 2160, where the units are assembled by player using researched components, i. e. you choose a carriage and then add weapons, engine, shield generators etc. to it, chosen form what you have already researched. TA doesn't have any research, so it could be solved by building factories for each component. Or, to save on building count, we could have one weapons factory which would in turn build modules responsible for production of certain things using its integrated nanolathe tower.
2. Is it possible for an unit to have two health bars - "main" and "secondary", which work in such a way that the unit is killed when the main bar depletes, but certain types of damage are absorbed by the secondary health bar and then by main health bar once the former is zero? (In a more advanced form a weapon-specific constant would define secondary/mian damage ratio). The secondary health bar could simulate an energy shield (if it auto-heals), a layer of armor (armor-piercing weapons!) etc.
3. Is it possible to vary damage received by an unit depending on the direction from it was hit (i. e. tanks are more vulnerable to attack from above and less vulnerable to frontal hits)?

Yeah I ask lots of questions, ;) but those things can be useful in certain mods (2 and 3 would benefit realistic ones)
1. No. go play An Earth game. Actually, Zwszyz (can't spell your name) Suggested you have something build something and then have something else "pick it up" anjd put it on top. But aparntly this is as bugy as hell and Requires a shitload of scripting to do.
2. Could be, but i don't thik the bar would be visible (Think along the lines of the way paralysers work now)
3. I think thats Impossible atm...
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Number 3 is impossible at the moment, but if it were possible AAS would be very thankful and would use it a lot.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

Thanks for the script zwzsg, probably will make use of it once I get more of the mod together.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

earth 2150 would require the new GUI and all sorts of weirdness, however cool that would be i would rather the few developers we have spend time doing something else :)
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

ok, I feel kind of lame, but I am not sure how to script something . ..

I want to have a builder with an unmoving nano piece in the front scripted to. . .be a builder. I am uncertain as to how to start this, And I do not believe there is a unit with like design (if there is just point it out to me) the con vehcles and kbots from ta are not helping me figure out what I need to do.

Help is appriciated thanks

edited for clarity
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

is my question so unworthy that no one will answer it? :cry:
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Argh wrote:... 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.
The tag is enabled by default, and has to be specifically set off for every unit. Also, you need two tags to completely disable it: idleAutoHeal=0; and autoheal=0;. It took a lot of prodding to get them to make that disable-able in the first place...

Also, about turning stealth on and off, do NOT make it FBI spaghetti code crap. Script functions (set STEALTH to 0;) are much, much better.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

MrSpontaneous wrote:is my question so unworthy that no one will answer it? :cry:
It's just that I can't understand what you mean on that last one.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

ok, well I have a unit that is meant to move like a vehicle. It has 2 pieces, a base and nanobeam. So it is meant to move around, and turn to face the area its going to nano up and. . .build it.

I realized there might be something helpful in the freaker script as it has a unit that only lifts its arm up to build, but I still find the building functions a bit puzzling.

so there it is
thanks
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Well, just don't turn the nanobit, and turn the whole hull instead?

Of course units that aim by turning their whole hull looks like sliding when moving right after having aimed, but eh.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

thanks, was rather simple actualy. . .just don't have a good grasp of scripting yet. units works and on to the next one :-)
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

alright I am back, with another exciting question (not really but I need to get some ones attention :roll: )

Any case, was wondering if it is possible to limit the maximum amount of amunition a unit can stockpile i.e. say you have a unit (like a nuke launcher) that builds its ammo. Is it possible to make it so that it never can have more than say, 20 shots ready to fire at once?

thanks
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