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Re: Com (unit) napping

Posted: 10 Mar 2010, 10:58
by manolo_
zwzsg thanks for the work, but i think a big loadtime (just for com) would be the better solution but for the situation, that the the trans is destroyed while it loads the boi, the com should survive or maybe fly through the air while making cool back flips and a cool sound like yeeepeeey ai yeah

Re: Com (unit) napping

Posted: 10 Mar 2010, 12:17
by 1v0ry_k1ng
zwzsg wrote:
1v0ry_k1ng wrote:I really hope zwzsgs lua is the real thing ^_^
Image
that is incredible :lol:

make it much faster- like 3 seconds- to alleiviate babbles doing haxx, and its good to go! would also be good applied to the transport ships

Re: Com (unit) napping

Posted: 10 Mar 2010, 15:15
by Jools
zwzsg wrote:
But only for hover or also for sea transports?
Every transport, including Valkyrie.
I'm thinking, do we want to also enable it on air transports? Not a big deal, but I always have thought that airnapping is kind of valid. But if it's cumbersome to exempt atlases/valkyries, then go ahead and include them.

Anyway, good job.

Re: Com (unit) napping

Posted: 10 Mar 2010, 15:30
by zwzsg
It'd be pretty easy to exclude air transport: Just add and not UnitDefs[Spring.GetUnitDefID(trans)].canFly somewhere around line 36. But commanders dropping from the sky are fun too!

Re: Com (unit) napping

Posted: 10 Mar 2010, 15:42
by Jools
Yeah, would give a different meaning to combomb :)

Re: Com (unit) napping

Posted: 10 Mar 2010, 19:03
by babbles
Gota wrote:
babbles wrote:That's awesome n stuff, (no really it is).

but I can still do the unload/load with repeat on trick...
You repackaged xta to test this?
No, but logically if I nap a comm and 20 seconds later it jumps out, surely if I put repeat on, load area unload area the timer will be reset and the comm trapped in a loop of napping/unloading


Unless he d gun's the transport during the load/unload process in which case he'll kill himself...

Re: Com (unit) napping

Posted: 10 Mar 2010, 20:33
by Tribulex
This sucks, because it should take skill to escape a transport. There should be a way, but it shouldnt be automatic. Maybe it opens up a pacman minigame and if you finish the level, you can dgun out.

Re: Com (unit) napping

Posted: 11 Mar 2010, 01:43
by Noruas
Well maybe it does not have to be immune to fall damage... was there not a modifier for fall damage? I know there is a modifier for when it goes a certain speed it takes damage, but the only one i know for fall damage is Mass... and that will make the commander fly more... and we do not want that... or do we?

Re: Com (unit) napping

Posted: 11 Mar 2010, 02:18
by zwzsg
Tribulex wrote:This sucks, because it should take skill to escape a transport. There should be a way, but it shouldnt be automatic. Maybe it opens up a pacman minigame and if you finish the level, you can dgun out.
OK.

Re: Com (unit) napping

Posted: 11 Mar 2010, 06:43
by Mav
zwzsg wrote:
Tribulex wrote:This sucks, because it should take skill to escape a transport. There should be a way, but it shouldnt be automatic. Maybe it opens up a pacman minigame and if you finish the level, you can dgun out.
OK.
Someone PLEASE tell me this is for reals.

Re: Com (unit) napping

Posted: 11 Mar 2010, 06:54
by SinbadEV
Jools wrote:Yeah, would give a different meaning to combomb :)
Damned Lizard Men.

Re: Com (unit) napping

Posted: 11 Mar 2010, 07:28
by knorke
Mav wrote:
zwzsg wrote:
Tribulex wrote:This sucks, because it should take skill to escape a transport. There should be a way, but it shouldnt be automatic. Maybe it opens up a pacman minigame and if you finish the level, you can dgun out.
OK.
Someone PLEASE tell me this is for reals.
hard to test as AI will not nap your commander but he already made pacman before and i think there is tetris too.

Re: Com (unit) napping

Posted: 11 Mar 2010, 07:49
by manolo_
Tribulex wrote:This sucks, because it should take skill to escape a transport. There should be a way, but it shouldnt be automatic. Maybe it opens up a pacman minigame and if you finish the level, you can dgun out.
Image
Image

Re: Com (unit) napping

Posted: 11 Mar 2010, 07:55
by knorke
Fusebox - The Game

Re: Com (unit) napping

Posted: 11 Mar 2010, 10:01
by zwzsg
Tribulex wrote:This sucks, because it should take skill to escape a transport. There should be a way, but it shouldnt be automatic. Maybe it opens up a pacman minigame and if you finish the level, you can dgun out.
zwzsg wrote:OK.
Mav wrote:Someone PLEASE tell me this is for reals.
knorke wrote:hard to test as AI will not nap your commander
Yeah, testing was indeed tricky, so here's an XTA mutator to make it easier:
  • Make sure you have the mod XTA 9.6 and the map Tropical
  • Place this XTA96_JailBreak2.sd7 into the /mods/ folder
  • Run Spring.exe, pick mod "XTA 9.6 jb2"
  • Click "Missions", click "Escape from Napper Bay"
  • Get napped, finish pacman level to escape!
  • If you fail at pacman, use the Sentinels to free your commander
  • Go two steps back

Re: Com (unit) napping

Posted: 11 Mar 2010, 11:12
by manolo_
zwzsg wrote:
Tribulex wrote:This sucks, because it should take skill to escape a transport. There should be a way, but it shouldnt be automatic. Maybe it opens up a pacman minigame and if you finish the level, you can dgun out.
zwzsg wrote:OK.
Mav wrote:Someone PLEASE tell me this is for reals.
knorke wrote:hard to test as AI will not nap your commander
Yeah, testing was indeed tricky, so here's an XTA mutator to make it easier:
  • Make sure you have the mod XTA 9.6 and the map Tropical
  • Place this XTA96_JailBreak2.sd7 into the /mods/ folder
  • Run Spring.exe, pick mod "XTA 9.6 jb2"
  • Click "Missions", click "Escape from Napper Bay"
  • Get napped, finish pacman level to escape!
  • If you fail at pacman, use the Sentinels to free your commander
  • Go two steps back
awesome idea (didnt tested it yet), but how long will this pacman mini game go on? i dont want to play pacman ingame for 5mins to free my com, but my base was destroyed meanwhile :regret:

Re: Com (unit) napping

Posted: 11 Mar 2010, 11:24
by zwzsg
The pacman games ends when:
- The commander dies
- The commander is unloaded
- A purple ghost touch you
- All dots are eaten

I truely doubt you can accidentally avoid all four ghosts for as long as five minutes. Then the speed of my pacman game is related to your number of frame per second, and can be adjusted with +/-, so maybe if you have a really slow graphic card, ...

Anyway, whatdaya complain about? Before this mutator, if your last unit was a commander in the belly of an enemy transport, there was nothing you could do about it! Now at least you get a chance to end the game.

Re: Com (unit) napping

Posted: 11 Mar 2010, 12:19
by manolo_
zwzsg wrote:The pacman games ends when:
- The commander dies
- The commander is unloaded
- A purple ghost touch you
- All dots are eaten

I truely doubt you can accidentally avoid all four ghosts for as long as five minutes. Then the speed of my pacman game is related to your number of frame per second, and can be adjusted with +/-, so maybe if you have a really slow graphic card, ...

Anyway, whatdaya complain about? Before this mutator, if your last unit was a commander in the belly of an enemy transport, there was nothing you could do about it! Now at least you get a chance to end the game.
i wasnt really complaining, i mean u did a real good job and it has to be tested

Re: Com (unit) napping

Posted: 11 Mar 2010, 13:12
by Jools
This is a great gadget. But don't you think that the player that napped you should be able to control the ghosts? :)

Re: Com (unit) napping

Posted: 11 Mar 2010, 13:39
by zwzsg
manolo_ wrote:I dont want to play pacman ingame for 5mins to free my com, but my base was destroyed meanwhile
You can still control your base and units while the pacman game is going. The only keys disabled are arrows and +/-. Also the camera is force centered on the transport holding your comm active, so you may have to zoom out or use minimap to control far units. Lastly, your view is partially obscured by the pacman level and sprites. But overall, the biggest difficulty about controlling units while pacman is on, is to think about trying it. I suppose you'd need a brain with sufficient multi-tasking ability to play two games at once as well. Should this proves too hard, I've been thinking about replacing the user brain with a piece of Lua code anyway.

Jools wrote:This is a great gadget. But don't you think that the player that napped you should be able to control the ghosts? :)
I already doubled the number of power pellets, and yet it's not easy. If a clever player was controlling the ghosts, it would be nigh impossible for pacman to win! Anyway, the player that has napped you has no time for silly games. The player that has napped you will be busy driving the transport to safety. Did I mention that in this second version, kidnapped commanders are ejected when the transport is killed or self-D?