Page 2 of 3
Posted: 20 Jul 2005, 20:34
by Gnomre
Well, we'd need at least one thing (possibly three) to make that work:
Required:
1) Force firing from script. Right now units only fire when they have a target or are suppressing fire as a direct order from the player, but you can't force fire from the script.
Would be very helpful:
2) noselfdamage=1; in the weapon TDF. Or, even better, have it as a value instead of a boolean. selfdamage=xxx; that way it can be immune to its own foot steps (while retaining the ability to crush others)
3) Support for more than 3 weapons (yes, spring is technically capable, but the script functions aren't. Just give us AimWeaponFour and FireWeaponFour and so on, maybe up to 6 for now. Should just be a simple matter of copy/pasting code for the COB and FBI portions (remember, the FBI is where the weapon used is defined).
Anyway, get back on topic people

Posted: 20 Jul 2005, 20:49
by Weaver
Alantai Firestar wrote:Yes but the method of doing that would be to fire a weapon on the sole of its feet when ti stepped, which would likely cause damage to the unit itself. However perhaps this could be used for a jumping unit of sorts.
Units cant damage themselves, hop in a comander and D-Gun the ground beneath your feet.
Posted: 20 Jul 2005, 20:52
by AF
It was zwzsg who posted the video of the unit that damaged itself when it fired cus part of its own model was in the way was it not? Help forum.
Posted: 20 Jul 2005, 21:01
by Gnomre
I think the DGun is just hard coded to not damage its master in Spring. All other weapons will and do hurt their origin units in this engine.
Posted: 20 Jul 2005, 21:25
by GrOuNd_ZeRo
units can DEFINITLY hurt and even kill them selfs...take my word on that.
Posted: 21 Jul 2005, 06:37
by KiviGerbil
yah, try to build a merl when enemies are near. i will blast itself in the factory
Posted: 21 Jul 2005, 10:20
by Weaver
Ok I get it, it is possible in the spring engine.

Posted: 21 Jul 2005, 12:25
by Kixxe
yah, try to build a merl when enemies are near. i will blast itself in the factory
Hopefully this would be solved if the polygon detection for wepons is ever implented. (hopefully?)
Cool tracks! I wonder how that would look on a mobile fusion....
Posted: 21 Jul 2005, 12:33
by Warlord Zsinj
Next stop: Making a mass of units kick up a dust trail which floats up into the air!

Posted: 21 Jul 2005, 18:19
by aGorm
Quierie, how does it know where the tracks should emit from? have the units had points added to them stating teh locations of the traks?
I ask as, for instance, what if you had a vehical with teh track close together (or 1 in the miudle at the front) it would look odd if they were just at the sides...
aGorm
Posted: 21 Jul 2005, 18:20
by AF
I'm guessing all will be revealed when we get our hands on XTA or soemone builds the updated code and tests.
Posted: 21 Jul 2005, 22:27
by Zoombie
Well cant you make units immune to there own... feet guns like the D-gun is unto the commander? Cuase then it would also kick up dust when the feet put themselve's onto the ground. Then gest make the explosion size really small, and have a large amount of dust, then you will have massive foot stamps!
Perfect for Krogoths, for it make's them harder to hide!
Posted: 21 Jul 2005, 23:40
by zwzsg
Warlord Zsinj wrote:Next stop: Making a mass of units kick up a dust trail which floats up into the air!

NO! The explosion smoke already makes my framerate drop way too much, I don't want it to happen when units are simply moving.
Also, I hope that the laying of tracks is linked with the definable terrain type, cause I'm not sure trail looks good on any terrain.
No, I never posted any video of unit blowing itslef, just post saying I was sad to see that my bulldozer exploded itself the moment I tried to use it due to:
- Spring not recognizing custom damage list in TA format and using its own armors.txt
- Spring units shots being able to damage the unit that fired them Something that should disabled by default imo. Both collision and splash damage. I also wish that shots went through all friendly units and only damaged by spash damage them if something else stopped them like in TA but that is matter of debate.
Posted: 22 Jul 2005, 02:16
by FLOZi
I can fix your armor.txt issues if you wish, zwzsg
Posted: 22 Jul 2005, 03:07
by Warlord Zsinj
There must be some way to show dust in the air without having to use the CPU-intensive smoke particle system?
Dust created by units walking really adds alot to atmosphere:
Imagine if you couldn't see an army, because you didn't have LOS, but in the distance you could see a trail of dust slowly rising into the air...
I wonder if dust can be hooked to the fog function, rather than the smoke particle function...
Posted: 22 Jul 2005, 03:45
by Buggi
Posted: 22 Jul 2005, 04:19
by [K.B.] Napalm Cobra
RTW?
Posted: 22 Jul 2005, 09:11
by Kixxe
What else could it be?
Damn thats cool... i really should try MTW... Looks so cool!
Onto terraforming footprints. I like the idea, but it can be a litte wacky. For starters, the unit have to be BIG for it to look right. 64*64 for each foot? Thats like the size of a solar on a foot!
Secondly, using explosion on it's feet may be affeckd bye shockwawe, and then blink strangly while walking(even if it's like, 40 peewees hig). (like a goliath do when a LRPC hit's right infront of it, it flyes back for 2 millie seconds and looks weird.
Posted: 22 Jul 2005, 09:39
by Min3mat
yeah smoke rocks, but kills my framerate if theres a battle with 10+ units

still a awesome game RTW though

Posted: 22 Jul 2005, 21:45
by Zoombie
Well the unit would be HUGE! But the feet would be a little TOO small if it was only a solar powerplant per foot size.... hmmmm.
Maby it should by 100 by 100 foot size?