Unit Categories
Moderator: Moderators
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Unit Categories
Just think about what he says and you'll see it makes sense. We were both looking at the categories in CA and we realized it was a ridiculous legacy, so it was converted. If you use his example you don't need an ALL because ALL is redundant. If you use the old method of AIR, NOTAIR, SEA, NOTSEA... then for every unit you add you have to fill it with an "affirmative category" and a whole bunch of "negative categories," instead of just giving it one affirmative category. And if you invent a new "sub" category, you just add it to the few units you want under it, and you don't have to add NOT<category> to every unit that's not under it.
Re: Unit Categories
No, that much I understand perfectly, I've decided to eliminate the ALL class. But you haven't explained what purpose you feel that the ALL class, or any substitution of it, fills.
Re: Unit Categories
all is useless, you only need categories for shit like notarget and stuff.
the default weapon target is ALL
the default weapon target is ALL
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Unit Categories
Sorry, I suppose my second paragraph there was unclear. What I meant was that in my experience units seem to function well enough without having badTargetCategory=ALL; (or equivalent).