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Posted: 05 Jul 2005, 19:14
by Torrasque
I don't really like the idea of a teleport wich teleport unit's where you want, or within a raduis.
But I love the teleporteur wich work in paar (or more). You can teleport from a teleporter to another.
Like that, you can have several bases and have fastly renfort. You can build one sneaky behind the ennemi base etc..
Of course, the cost (for the transfert) must be lower than a teleporter wich teleport everywhere.
Posted: 05 Jul 2005, 20:49
by Triaxx2
Kixxe' ass has been lost to obscurity?
In all seriousness, I had never known where it was from in the first place, and had found it on TAUDB.
Hey Gnome, have you got compromising pictures of Muzzleflash or something? He said you were hard at work. Have you changed? Or are you denying your true nature?
Just kidding Gnome.
Posted: 06 Jul 2005, 03:29
by Zoombie
I know this is silly and stuipid as all hell... but i want a black hole gun!
Units should be spegetifyed when sucked in, and the black hole should implode after flying a distence! Mmmmmmm Black Hole guns...
Posted: 06 Jul 2005, 07:39
by BeeDee
Zoombie wrote:I know this is silly and stuipid as all hell... but i want a black hole gun!
Units should be spegetifyed when sucked in, and the black hole should implode after flying a distence! Mmmmmmm Black Hole guns...
How else do you think a D-gun operates? :)
Posted: 06 Jul 2005, 07:50
by Gnomre
Disintegrator: This is an 'ultimate' weapon: no physical matter provides protection from it. It works by suppressing the quantum field strength of the 'gluons' that hold together atomic nuclei. The matter violently tears itself apart, leaving hydrogen, deuterium and a burst of free neutrons. This is the major advantage of Disintegrators: anything is destroyed and Heavy Armor provides virtually no protection
I'd say that's how

Posted: 06 Jul 2005, 20:19
by Zoombie
I dont want another version of the D-gun, i want a hevy artillery that fire's black holes that in orbit around micro-stars! Just like in Unreal II!
Bad Game, GREAT GUN!
Posted: 09 Jul 2005, 17:01
by zwzsg
With obscure scripting from zwzsg teleporters are possible in TA:
http://wormhole.tauniverse.com/index.php?page=taarm
Sadly it doesn't work in Spring. Only in TA. I'll wait till the SY remove the "smoothing" that destroy all my scripts to retry making it spring-compatible. Plus I'd need Spring to support animated texture with transparency to keep the eyecandy.
I can't make black hole weapon, but I can make black hole units. I already made a blackhole that suck everything that is not attached on the whole map in TA. I could make the sucking less instant and have a limited range for better effect. But if the sucking takes too long then it would only be able to suck a limited number unit at once, plus you'll realise that the sucked units don't follow terrain and can't do anything any more. And TRO transparent animated textures I used in TA doubly don't work in Spring. And it would maybe best to wait for someone to code me a way to read the unit limit before releasing too many of these units too. Maybe hard coding sucking blackhole weapon would be better after all. I wonder if the Spring graphic engine could do some light deformation, where all appears distorted, around the black hole.
As for unit cannon, currently I can either:
- Make a structure that fire custom shot with the same model as let's say a peewee, and make it so it can only fire a round if it has grabbed a peewee. But then, it's limited to firing only peewees (or at max three types of units) and the peewees that it feeds on are still kept inside, after being reloaded 500 times it would have 500 peewees hidden inside.
- Make a structure that grab units, quickly move them forward, and drop them. But, then, there's no damage on impact, and worse, it can onty drop the unit on clear ground. Would only work in Spring as TA has problem with attached units going too far.
So we'd still need changes to the actual code to get proper real unit cannon. Seeing how units are sometimes flung in the air by explosions, I assume it would be possible to have a unit thrower. But bah, then people would just watch an .avi of it, say "cool", and forget about it. I mean, how many Spring mods are currently using the awesome plasma repulser that SJ coded?
Posted: 09 Jul 2005, 18:31
by mongus
hey z, there is no mod for spring yet.
stable, playable, working.

Posted: 09 Jul 2005, 19:11
by Min3mat
OTA is MORE stable than xta
every time server quits on xta i get bluescreen of death. never happens on OTA.
Posted: 11 Jul 2005, 00:32
by Neuralize
Z, units look pretty freaking hideous without unit smoothing, and I'm sure it's not a matter of the smoothing that breaks your units, but more of that Spring just has poor script support at the moment.
And I must admit that your units are a little on the hack side, doing things that units really shouldn't without hardcode to aid them. However, I believe we that we just need a new unit format all together, as the current support for Spring seems to revolve around making XTA work.
Or maybe, we're still asking for too much, too soon. Massive amounts of work have already been done, maybe we should just sit tight and shut up

Posted: 11 Jul 2005, 01:31
by Gnomre
mongus wrote:hey z, there is no mod for spring yet.
stable, playable, working.

Actually, the build of SWTA I have right now doesn't crash Spring at all (well, I haven't found any instances of it crashing it yet). I'm just fixing a few miscellaneous other little bugs (almost all script related) before the next release... in fact, the next release will probably wait until the next official version of Spring is out.
Posted: 11 Jul 2005, 10:52
by Kixxe
So we'd still need changes to the actual code to get proper real unit cannon. Seeing how units are sometimes flung in the air by explosions, I assume it would be possible to have a unit thrower. But bah, then people would just watch an .avi of it, say "cool", and forget about it. I mean, how many Spring mods are currently using the awesome plasma repulser that SJ coded?
I played 1 or 2 games with the plasma repulsor... I wish more would download it!
And for a unit cannon, this could be used to show of what spring is capbole of, or for someone else to use to make a cool thingy-.-*
OTA is MORE stable than xta
every time server quits on xta i get bluescreen of death. never happens on OTA.
I dont have problems with xta.. from what i know of-.-*
Posted: 11 Jul 2005, 17:18
by Min3mat
well me and betix crashed LOADS last night when playing until we excluded a player and did a 1v1 then it worked fine! until he (the host) quit before me -.-*
Posted: 30 Sep 2005, 05:20
by Dwarden
i can see the use ... fire mines/movable bombs @ enemy base ... lol
Posted: 30 Sep 2005, 06:00
by FizWizz
hmmph. There were a couple of unit launchers for TA. I know that there was a spud gun (I don't remember who made it), and in response to the Peewee Cannon, ATR_CaptainKirk made a Roach Cannon and a Milennium Cannon. The Roach cannon had the cost of a roach to fire, and launched a roach pretty accurately about the range of an LRPC, and the roach made a cute little screaming sound too as it left the barrel. The Millenium stockpiled milenniums which had an area of explosion of about 15x15 (that's right, I'm talking map-size units here). They were way unbalanced, but he didn't call them gag units for nothing.
About teleportation: I know that someone made the Distribution Facility, which was an insane piece of scripting wizardry. It was stable too. What you did was build beacons, which could load and unload units from around it's own radius and from around it's home facility's radius. These beacons could themselves. That way you could teleport units to wherever tyou put the beacons. I know that this thing was in DRUH, I dunno where else
Posted: 30 Sep 2005, 06:28
by tanelorn
I would say a good compromise is a unit like the hovercraft transporter that can carry many units, but also can fly. This would solve many problems but also make it vulnerable and require tactical thinking.
Teleportation is almost cheating. It basically means that anyone who has enough energy can teleport a sumo or goliath of krogoth in the middle of the enemy base.
But if you have a flying transport that can carry many units, that's worthwhile and balanced because it has to avoid detection, AA, and fighters.
Posted: 30 Sep 2005, 06:43
by MrSpontaneous
unit cannons would be very usful for the warhammer 40k mod that is being worked on as the tyranids fire spore mine from certain units. These things basicaly land and float around until they sense something like a tank or a person and blow up on it.
A unit cannon would be very helpful to implement these units, soooo it would not go to waist
and I would play with the repulser tower but no one dls it and right now if I leave it in my unit box when ever I build it the game de syncs, and some times I accidently build it and. . .well so much for that game :S
Hmm
Posted: 30 Sep 2005, 15:21
by Pxtl
It would be tricky to make this in a way that avoids micro-ing. Lots of people made those teleporter things, but they were generally a big nuisance.
Personally, I'd make it such that the unit cannon can only fire units it builds itself. I think it would be best to make it work like a nuke silo (except the units appear where the missile hits).
The problem is that with nuke-silo-style controls you can't cue-up orders. You wouldn't be able to command the unit until it appears. Make the units shootable with conventional AA, but moving very fast while in transit so they're hard to hit.
IMHO, what Spring would really need for a thing like this is a system where you can order around units that don't physically exist on the map - that is, when you click on a construction building you can issue orders to individual units that aren't build yet and only exist in the queue. This could apply as well to units that are built, but not yet instanced on the map (like these rocket-deployed units).
How about rocket-fighters from this platform? That is, fighters that have a short lifespan because they're rocket-propelled, so you use them for emergency anti-air against large onslaughts?
Posted: 30 Sep 2005, 16:14
by Blizzard 2
I would like to see "deep strike" like in dow, it would be a good way to strike into the heart of a base (especially a porcer one).
Posted: 30 Sep 2005, 18:38
by Dwarden
hmm are there any howering mines ? i mean which react at enemy nearby and move to it (to stick with delayed explosion or just explode as near as possible) ...
will be fun use them