object hiding - Page 2

object hiding

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

Post by MrSpontaneous »

well, I am not sure if I understand how all that works yet, but it sounds like I could find a nice place for the script in my mod (I asked earlier if a unit could leave two corpses). Thanks!

scripting tricks "FTW" :P

would it be possible to make one of those corpses a unit that can not be built, but could be rezed? ( I think yes but just want to confirm it )
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

MrSpontaneous wrote:would it be possible to make one of those corpses a unit that can not be built, but could be rezed? ( I think yes but just want to confirm it )
In TA it was possible, but in Spring, I think not.

TA looks at feature name, remove everything after _, and see if there's something in that name. For instance TA see you're trying to rez a armham_heap feature, it looks if armham is a unitname.

In Spring to the contrary it seems that features remembers the name of the unit they come from when they die, and so:
- You can't rez wrecks in graveyards maps.
- You can't trick a feature into being rezzed into something else.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

well that is most unfortunate. Maybe in the future it will be possible to make features "remember" what unit they come from manualy, so you can trick them into being rezed.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

That would be nice. I've wanted to make a capture the OMGWTFPWNHUGEKROGOTH map for quite some time, jsut for kicks ;)
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

I wanted the feature to make a unit that makes "scrap" kinds of units out of other peoples units. so it rezs a special corpse and then makes less capable mockeries of the other sides units, but still things that are not inherent to their play style.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

zwzsg wrote:
smoth wrote:You cannot moniter the status of a unit's construction progress
Actually, with some heavy scripting, you could. First a "for" loop on all ID (don't forget to use the new "get MAX_ID", then some "if(get UNIT_XZ(id)==get PIECE_XZ(buildpad))", then store the ID, and use the new "get UNIT_BUILD_PERCENT_LEFT" to monitor the construction progress.
You were the one who told me no it wouldn't Zwzsg.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

The new cob function was probably added after I told you it wouldn't work.
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