saw a commit about crushable units - Page 2

saw a commit about crushable units

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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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: saw a commit about crushable units

Post by FLOZi »

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: saw a commit about crushable units

Post by knorke »

Crush Impedance is a sick name for some grind/death band.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: saw a commit about crushable units

Post by knorke »

drive over ALL the people!
Image
It works, nice job kloot!
Units want to dodge around enemies even if they can crush them but I think that is ok. (maybe even better this way)

Protip for modders:
Remove any Sleep/WaitForXX in the script.killed function of crushed units, otherwise the crushing unit gets get slowed down/stuck for a split second.
(Maybe making the crushed units non-blocking in killed works too)

Just thought trees can now be crushable while they regrow. Yes, very good update indeed.

/edit
hm, little flaw is that units sometimes (actually quite often) get crushed when running into a standing crush vehicle. For example a dude slowly walks towards a tank, bumps into it and explodes. I think like that it is not useable for "vehicle crush infantry" gameplay, unless somebody wants to make a carmageddon mod. Standing units probally should not be able to crush.
If "wasCrushed" was a parameter to UnitPreDamaged and it was called for crushing, games could actually check that themself. This way it would also be possible to return 0 and thus disable crushdamage?
(maybe already possible, did not test)
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