From the top of my head, I have script bits to:
- Find the XZ position of the target
- Bridges!
-
Stargates!
-
Paratroppers!
-
BriDoDon, a data fetching tank with digital display, turret that can be destructed and regrown, damage inversal device, scripted slope leaning, and lots of other cool think
- Some other unit with digital device, such as the caliper or that one walker with three digital display.
- Script to read the unit heading.
- Script to counter the unit rotation.
- Script to dynamically adapt the speed of a movement to reach just destination under a given time, used for instance on counter rotation script, true walkscript,
space slug script, and some more. Sadly it reach target at the end of the movement, so it has a static trailing error, I made one which has no static error as long as the speed is constant, even when the refresh period is kept low, but then it jitters during the acceleration and decceleration phase, so I didn't use it alot.
- Varied auto load auto unload in formation, triggered by whatever scripted condition. For exemple planes that grab all units around when landed, then drop all units, in a nice square or disk or whatever shapped formation, in a split second, when told to attack (or unload, or turned on/off, or ...)
- In Spring, I can grab buildings! Which brings me to:
- Many kinds of
pseudo mobiles factories
- I made a complex system to assign each units a "weight" for transport, as TA doesn't have the "mass" FBI tag.
- I have scripts detect the presence of unit of type X. And the presense of unit X under range R. Usuful for triggering area friendly bonus and enemy malus around captain and heroes, and lots of other purpose.
- Like, for instance, I made StarWars droid deactivate when there is no command center. In TA, they become unable to move, fire or be selectable, but that wasn't possible in Spring, however in Spring I made them self destruct.
- The Attention Deficit Disorder script, that sorta paralyse a unit but nothing like a paralyser weapon, but that one won't work in Spring.
- Had too many bugs even in TA, but the
jedi force push still amazes people.
- Inter unit communication via infinitesimal displacment of attached units. Only work when the broacaster is a fixed building, unless I had some heavy error tolerance to the system. But otherwise I can make a building broadcast whatever number I want, and have whatever other unit be aware that building X is saying N.
- For Fran├âãÆ├é┬ºois I made a tank which gain a better weapon when near a certain tower. With some firetrail arcing between tank and tower. And it required:
- Some complex script to have two weapons use the same turret without jamming.
- Very varied upgrades script: Upgrade when a certain building is present map wide during birth, without giving upgrade to already built it and losing upgrade once got, upgrade as long as a certain building is present, gaining and losing upgrade even for old units as said building exist, upgrade only when a given unit is near, I have yet to do upgrade that have to be built individually for each unit but should be doable, ugprade on veterancy, upgrade on whatever else. Those upgrade can change armor, look, weapon, whatever scriptable, hmm, don't think I've done it but with the shell approach (make the upgrade be a shell that grab the unit it is supposed to give ugprade to, the shell could only and would autograb that unit, and would be rendered useless when empty) I could change everything.
- I use none of that Cavedog nonsensical scripting mess for my walkscripts, activation scripts, factories scripts.
- I have a dichotomy algorithm, for solving any f(x)=k; equation, assuming df/dx sign does not change. Can be used to compensate for the lack of operations such as arcsin for instance.
- One application would be the prodder, an arm that bends its elbow to reach a given point, much more natural than telescopic arms. Which itself was only a demo to show Zodius how to calculate leg movement of his true walkscript.
- The "Squirrel" and "Dark Squirrel" have a BOS simulated weapons. That is the weapon is in reality a bos piece, and it's the bos that move it, check for collision etc.. (never got around to reply to TRO remarks, but most of it can be fixed)
- Loads of 2,3,
4, but mostly
6 legged walkscripts.
- A 8 legged walkscript, which switch into crab sidestep and backward walk so that the whole unit turn likes a turret by increment of 90├âÔÇÜ├é┬░ (while arms do rest of the turning).
- Btw the
scorpion unit that use that also has a cool tail animation, but the aiming is not mathematically correct, it just random-and-tried parameters until it looked good enough.
- To the contrary, my multi-segmented
shai-huluds use a mathematically correct formula to bend in such a way to reach their target.
-
True WalkScript, that is, walkscript that lock the foot in place when down, so it doesn't look silly when the unit is turning.
- Scripted reload.
- Varied experimental weapons that anyway wouldn't work in Spring. But the
thunderstorm cloud could.
- Stomp, either scripted or with ever firing weapons.
- A melee unit (with some script trick to make melee work) that gains a ranged weapon after five kills.
- A unit that loose turrets depending on which direction the shot comes from. It has four big guns turret, about ten flaks turret, a BLoD, and a radar at the center. But I have yet to finish writing the "rebuilding the turret when health rise" part, because it's confusing to decide which turret to rebuild.
- For Legion, I scripted some sort of "fuel". Over time, ships flags decrement a counter, they show a flag turning green, yellow, red, to show how much time left, when in red they can't fire anymore. Being close to a "refueling ship" refuels them.
It should be noted that Zodius made those True WalkScript first, he calls them Zbot, and he claim his don't suffer from my bug of sometimes lifting all legs at once. I didn't say those true walkscript don't work in Spring. To the contrary I posted this image and this ufo, to prove that they indeed work in Spring.
TAU topic here. However, in TA my script works fine whether the unit is Upright=1 not, while in Spring it has to be UpRight, even if doesn't look so since the script simulate slope leaning, because otherwise me and my script get confused between the xz and Y axis local to unit and the aboslute xz and y: In TA, the xz plane used by commands such as get PIECE_XZ is always the absolute horizontal, disregarding if the unit is on a slope, leaned. While in Spring, the local XZ follow the slope. Or maybe the contrary. Whatever, I just wanted to post about my walkscript in Spring forum without losing time figuring that out, so I simply used upright=1; to fix that. Crap this paragraph is getting confusing, all I wanted to say is:
Don't worry, works in Spring
Oh, and all I listed were for TA. For Spring:
- Some would need some fixing to work in Spring. Most of the time very small fixing, but still if you don't know what has to be fixed. For instance, in my earlier unit, the unitlimit was fixed to 500, and only in my later scripts I use a something to detect if the engine is Spring or has Xon's dll and then use "get MAX_ID" and only default to 500*10 if not.
- A couple simply wouldn't work in Spring, but Spring offers other route for same effect.
- Sometimes they need fixing not because they're aren't made for Spring, but merely because I wrote them long ago and can't rewrite all my units whenever I reach a new level in my scripting or modding skill.
- Much of those script are rendered useless by better, Spring only features:
- Spring has Fuel FBI tag, which can replace my scripted fuel system irrelevant.
- Spring has Mass and Transport Mass FBI tag, which can replace my scripted weight and transport cargo weight system.
- We can emit a weapon at will in Spring, better than using a five hour burst weapon, which I move out of map to turn off, like I did for TA
- Spring has area load area unload repeat, and no limit on how far can unit be transported, which could be used to replace my 1700 lines Teleporter script by a 17 lines one.
- Spring doesn't mind dropping unit in occupied area, which makes all my script bit to "test that the unit was really dropped, and retry another location if not" irrelevant.
- Spring has LUA, which according to some can do MORE THAN ANYTHING! (Including, but not limited to, executing arbitrary command of whatever level, morphing, upgrades, spells, turn mexx into moho, making pig flies, arm chicken with teeth, fix third world issues, help you retrieve your loved one, and end world poverty! Also, LUA is so magical that if some feature is buggy when done another way, when done in LUA it will be totally bugfree and works 100% like you dreamed! The LUA language is so easy that even my chinchilla learned it under 5 mins! Nothing like the hard BOS or FBI or TDF which will be deprecated. Soon, even Spring.exe will be replaced by a LUA widget, as C++ is such an inconvenient, outdated and awful language. LUA! LUA! LUA!)
A few years ago I would have filled this topic with fat animated .gif and link to .ufo but eh, what's the point, I could do that every month and people would still ignore that upgrade or whatever crap they cry for is already possible in TA. Or would say:
"Yes, it works, but baaaah, BOS hack, ugly! Hack! Ugly! Vade Retro! Hard coded change to Spring.exe are cleaner!" Or maybe they'll go:
"But it has that insignifiant side-effect, which despite being also present in Cavedog units and taking two lines to remove, makes the whole absolutly and unconditionnaly innacceptable. I have crash bugs in my mod, but I won't accept any of your amazing feature until they reach other-worldly perfection."
Also, now, thanksfully, there's a couple other people understanding advanced scripting, such as TheRegisteredOne, Boogie, KDR_11k, ....
Check
Talon! It has mind control tower and psyker infantry, buildable [shield/ring teleport/sensor/missile backpack/combat drone] commander upgrade, trapmines, tracks that leave trail of fire, orbital ion gun and firestorm, and, uh, much more!