Any stuff we want to "break" with next version ? - Page 2

Any stuff we want to "break" with next version ?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Any stuff we want to "break" with next version ?

Post by Pxtl »

No, I don't mean the "immobile builders" widget, I mean the whole concept of nanotowers. The code here:

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[color=#FF0000]-    if (ud.TEDClassString != "PLANT") {[/color]
0
[color=#80FF00]+    if ((ud.speed > 0.0f) || ud.canfly) {[/color]
0
       ud.type = "Builder";
0
     } else {
0
       ud.type = "Factory";
shows the "Factory" question being decided by whether it's a non-flying unit with speed greater than zero... which is true for both a fac and an immobile builder, isn't it?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Any stuff we want to "break" with next version ?

Post by Argh »

Immobile builders and factories aren't treated the same, and it's a pain in the neck. I would personally like ALL builders, if building a mobile Unit, to be able to pass current non-build Commands to it, or an alternative set. This is doable via Lua, but it'd be nice if all the stock behaviors were the same. Then the only thing that would make a Factory unique is that Units being built are Attached to the Piece specified in the build script.

Also, while I'm talking about this, I'd really like to see Factories that could build multiple Units at the same time. I've faked this, for the next version of P.U.R.E., but it's just that, a fake, and I'd like to see the engine allow Factories that are genuinely allowed to construct whole squads at once without any fakery.
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Any stuff we want to "break" with next version ?

Post by SanadaUjiosan »

Argh wrote:Immobile builders and factories aren't treated the same, and it's a pain in the neck. I would personally like ALL builders, if building a mobile Unit, to be able to pass current non-build Commands to it, or an alternative set. This is doable via Lua, but it'd be nice if all the stock behaviors were the same. Then the only thing that would make a Factory unique is that Units being built are Attached to the Piece specified in the build script.
It sounds like what you suggested would be great for my idea of having large flying units serve as factories. I totally agree that something like this should be considered.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Any stuff we want to "break" with next version ?

Post by Pxtl »

So if you don't treat them differently, where does a mobile builder with a nanotower choose to build units? If you queue up orders on the builder, does the constructed target inherit it? What?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Any stuff we want to "break" with next version ?

Post by Argh »

If you queue up orders on the builder, does the constructed target inherit it?
That'd be the easiest solution.

The other solution would be to add a new command state that marks all commands in between it going 0..1..0 as inheritable, to allow built Units to have a completely different set of orders.
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