Re: Battletech
Posted: 10 Apr 2010, 02:33
well if thats the case, why not help out gmn. his game seems to be similar to what you are talking about.
Not really, at least I don't see an easy way for that.can u make units keeping a specified distance to thier targets
Graphically, it's easy to represent: just use the two script command to hide and explode pieces. The gameplay effect of disabling the ability of the blown piece depends on what ability, but most of the time it's doable. Not firing a weapon is easy, halving the firerate of a weapon with two emit points is more fiddly, changing the max speed is easy, so is disabling cloak, radar, stealth... Of course most of it is non-standard script, so it's easy only as long as you understand how to write unit animation.are destructable parts already included in spring-engine (for example just destroying the left leg of a k-bot/mech or the right trak of a tank) ?
What? Do you mean can unit be paralysed with their own weapon? I think yes with the proper weapon TDF tags. But anyway you should use Lua Lua Lua Lua gadget Lua instead of making the unit firing a weapon on itself.the emp/stunn could be used for heat, can weapons project emp to the unit firering them?
Easy to do, both in gadget and in unit animation. If EMP is just standard paralysis weapon, then it's done by engine. If you want your custom EMP, you'll need your custom code to keep track of EMP and call whatever custom function you want when it reaches whatever level you want. Not hard, but again, you need to know how to code basic stuff.can u set the ai of a unit that i stops firering when emp reaches a critical level?
Yes, there is a math.random(6) in Lua, and a Rand(1,6) in BOS.can u dice
Spring is not MechCommander engine, so it doesn't have events such as those hard coded. You will first to think about how you want to represent them in term of gameplay, graphic, etc... then how to implement them, then write the code yourself. Maybe it will just be three lines of code, but you'll still have to write them yourself, in a gadget or animation script. Spring is generic RTS engine, that started of by using the content of TA. Spring units don't have heat levels, don't have nuclear leak, don't have pilot, don't have ammo. At least not by defaultevents like ammo-explosion, reactor breach or pilot blackout when emp(heat) goes beyond the critical level?
You could do it all in BOS/COB script >_>Pxtl wrote:but you'd have to do it all in Lua script
Yup (bos/cob), with a modified version of the healthbars widget to show the current heat level.zwzsg wrote:You could do it all in BOS/COB script >_>Pxtl wrote:but you'd have to do it all in Lua script