Com (unit) napping - Page 7

Com (unit) napping

Hearken back to the days of yore and enjoy the first major Spring module!

Moderators: Moderators, Content Developer

User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Com (unit) napping

Post by zwzsg »

babbles wrote:Also the pac-man will keep getting interrupted, restarted etc
Fine, I changed it so the pacman keeps its state if a new nap happens within the minute, so it doesn't restart but resume in case of repeating load unload. Use the third mission to test this.
Attachments
XTA96_JailBreak3.sd7
(101.26 KiB) Downloaded 37 times
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Com (unit) napping

Post by CarRepairer »

Only tests of true skill should let you break out.

Image
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Com (unit) napping

Post by Tribulex »

lmao

zwzsg i just want to use your save/load system. Mine was supposed to support multiplayer saves, but all its doing is desyncing, and I dont really want to rewrite it without all the stupid stuff, so Im just going to use yours for consistency sake.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Com (unit) napping

Post by zwzsg »

Tribulex wrote:zwzsg i just want to use your save/load system.
Oh that's good.
Tribulex wrote:Mine was supposed to support multiplayer saves, but all its doing is desyncing, and I dont really want to rewrite it without all the stupid stuff, so Im just going to use yours for consistency sake.
Mine does not support multiplayer though. The menu is disabled in multiplayer, the save command is disabled unless you type /cheat, and even then it replaces other players by AIs.

There's no technical reasons against multiplayer, just I coded it with only single player in mind, and didn't want to deal with the hassle of debugging multiplayer saves.
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Com (unit) napping

Post by raaar »

smoth wrote:
FaerieWithBoots wrote: it is just an exploit to me which shouldn't be there. Maybe add an exception to paralysed units.
First, it isn't an exploit it is something that most of the *A devs want. They can make it so it cannot be done, it is a tag, really easy to add. they do not use the tag because it is a feature not a bug. Com napping has been around since the ota days and has become a part of the core *A gameplay. You should have done a forum search first, this has been discussed before and it is NOT going away. I suggested a mod option be added, that is the best thing you are going get. Most hosts will not turn it on even if it is added because com napping is not that big a deal.
i haven't found the tag that prevents transports from loading enemy units, what is it?

http://springrts.com/wiki/Units:FBI
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Com (unit) napping

Post by raaar »

just add

transportByEnemy=0;

to every unit .fbi file to disable unit napping completely.

EDIT:
this has been said before, but a summary of reasons to ban it:
- creates an incentive against improving transports' effectiveness at loading and transporting units (*)
- doesn't make sense (enemy unit should fight back inside, hover transport pacman-ing enemy tanks, commander making solar while player looks at allies base gets napped 3 mins into the game, etc.)


(*) their main task, which they are not very good at compared to other rts, which is why (imo) napping isn't much of a problem in the first place..
Post Reply

Return to “XTA”