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Re: Netstorm Mod

Posted: 05 Jun 2009, 02:51
by Deten
Anarchid wrote: Making units walk on other units is impossible afaik
Hrmm,

Is there no way to remove unit collision? Or reduce the collision to a very small value so it wouldnt be noticeable?

As i've said I am new to spring, and I dont know much about the engine. All the help is very appreciated.

Re: Netstorm Mod

Posted: 05 Jun 2009, 11:42
by Anarchid
Is there no way to remove unit collision? Or reduce the collision to a very small value so it wouldnt be noticeable?
Yes, there is an unitdef tag just for that. However, with the voidwater/terraforming approach, you won't really need that. Besides, using bridges made of units that are actual units (not placeholders for terraforming, which reverse-terraform on death) will definitely screw a lot more with pathing, which already isn't glorious.
See the "bridge" unit inside that mod.
Scrooeh the bridges, but i'll absolutely be stealing the flying-factories-thingy for Metropolis!

Re: Netstorm Mod

Posted: 09 Jun 2009, 15:36
by Das Bruce
I like this idea, and may have a surplus of modelling time in about a fortnight.

Re: Netstorm Mod

Posted: 10 Jun 2009, 12:03
by Saktoth
Ive always wanted to make a mini-mod which is all about terraforming. You play it on a special acid map (or just lua deadly water) and have to use terraforming as well as terraform guns and perhaps impulse weapons (ala CA newton) for more physics fun to knock the enemies walls down and push them into the acid water. Lots of static weaponry/artillery and nanotowers and deflection shields and all sorts of physics zaniness.

A bit of a divergence but sort of similiar.