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

Posted: 11 Mar 2010, 21:42
by Pxtl
No, I don't mean the "immobile builders" widget, I mean the whole concept of nanotowers. The code here:

Code: Select all

[color=#FF0000]-    if (ud.TEDClassString != "PLANT") {[/color]
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[color=#80FF00]+    if ((ud.speed > 0.0f) || ud.canfly) {[/color]
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       ud.type = "Builder";
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     } else {
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       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?

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

Posted: 11 Mar 2010, 23:36
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.

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

Posted: 12 Mar 2010, 18:41
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.

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

Posted: 12 Mar 2010, 18:45
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?

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

Posted: 12 Mar 2010, 21:00
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.