Outpost [3] Development
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Re: Outpost [3] Development
Outpost style trucks do not need to be 2 units. The cargo box just needs to be a separate model piece that is animated to move 'underground' and then back when in dock.
The loading/unloading is a single non-interruptible procedure, trucks cannot move out of docks without cargo 'trailer' (which can be empty, but it's always present). Loading/unloading time is also constant (excluding cases things where cargo is selected manually such as convecs) so can just be set in unit script.
The loading/unloading is a single non-interruptible procedure, trucks cannot move out of docks without cargo 'trailer' (which can be empty, but it's always present). Loading/unloading time is also constant (excluding cases things where cargo is selected manually such as convecs) so can just be set in unit script.
Re: Outpost [3] Development
If you manage to make a building like that, we could also have use of it in XTA. And I suppose other games as well. So please let us know :)yuritch wrote: The only thing I don't see how to replicate is the Robot Command Center. Basically it's a building that, when built, improves pathfinding for player's units.
Re: Outpost [3] Development
Actually, I believe how the Robot Command Center functions is that without it, you get a very bad pathfinding, and with it you get the normal pathfinding. My guess is that it almost works like a punishment for not building it, rather than actually using smarter pathfinding routines. 

Re: Outpost [3] Development
I understand that you are trying to do a remake of an old game, but you should really consider changing (improving) on some of the game mechanics.
That robot command center in particular looks like something you would do best to avoid.
That robot command center in particular looks like something you would do best to avoid.
Re: Outpost [3] Development
I think if you can somehow improve pathfinding, you should try to do it.
Re: Outpost [3] Development
Why not just make the thing do something else like improving unit reaction speeds or something. you can add hooks in any script for that.
Re: Outpost [3] Development
If you want to keep the concept of roads you could just make the roads a (forget the words) ground-type and have the robot command place change the movedefs of all the affected units so they get a bonus to movement on that ground-type when activated (this would be non-trivial as I'm pretty sure movedefs are meant to be immutable)
Re: Outpost [3] Development
Spring.MoveCtrl.SetMoveDef New in version 94.0
http://springrts.com/wiki/Lua_MoveCtrl# ... ontrolling
But I prefer Smoth's suggestion.
http://springrts.com/wiki/Lua_MoveCtrl# ... ontrolling
But I prefer Smoth's suggestion.
Re: Outpost [3] Development
Hmm, re-purposing it for a move speed bonus seems like a decent idea.
Re: Outpost [3] Development
Another feature that will have to be implemented is the kit system.

The structure factory creates the kits and the Convec loads them via the dock.
Once loaded a single instance of the building can be built, consuming the kit.
The footprint shows the area to be leveled (blue) are in which the building will go (yellow) and are where the two starting tubes will appear (white)
I believe this could be achieved by restricting the build options on the construction vehicle to what the kit is.
I suppose the "kit" would function as an "item" that is picked up by the convec.
Or rather simply a variable that is set to the corresponding kit during loading.
The buildpics for the kits would all be different but i suppose the buildpic for the actual building would resemble the crane icon like in outpost 2, thus all being the same. Although, this is another game entirely so hanging onto arbritary 1998 features is probably not the best idea.

The structure factory creates the kits and the Convec loads them via the dock.
Once loaded a single instance of the building can be built, consuming the kit.
The footprint shows the area to be leveled (blue) are in which the building will go (yellow) and are where the two starting tubes will appear (white)
I believe this could be achieved by restricting the build options on the construction vehicle to what the kit is.
I suppose the "kit" would function as an "item" that is picked up by the convec.
Or rather simply a variable that is set to the corresponding kit during loading.
The buildpics for the kits would all be different but i suppose the buildpic for the actual building would resemble the crane icon like in outpost 2, thus all being the same. Although, this is another game entirely so hanging onto arbritary 1998 features is probably not the best idea.
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Re: Outpost [3] Development
Sure, that is easy enough to do.
Re: Outpost [3] Development
Could it be possible to use the landing pad mechanic for ground vehicles?
This could be re purposed for the docking mechanism.
QueryLandingPads ( ) -> { number piece1, number piece2, ... }
This could be re purposed for the docking mechanism.
QueryLandingPads ( ) -> { number piece1, number piece2, ... }
Re: Outpost [3] Development
nope. That is one of those hard bound behaviors. Just force move order it etc. Go look at conflict terra and it's harvesting code.
Re: Outpost [3] Development
You can use transport code, it could be similar to the Mech Repair Bay in MCL:
http://sourceforge.net/p/mwspring/code/ ... e.lua#l127
aka I fully agree with my beloved yuritch
http://sourceforge.net/p/mwspring/code/ ... e.lua#l127
aka I fully agree with my beloved yuritch

Re: Outpost [3] Development
Here's a gif of some progress that has been made.
Was able to complete the vehicle factory and even get the door to open when units roll out!

Was able to complete the vehicle factory and even get the door to open when units roll out!
