Allowing Units to grab other Units ?

Allowing Units to grab other Units ?

Requests for features in the spring code.

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PicassoCT
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Allowing Units to grab other Units ?

Post by PicassoCT »

How about a Scriptable Ability for Units to take other Units (limited by Class, Size or Such) - and then throw them around, throw them high, take them into water or throw them at other Units.

I know i shouldn`t name a Example because my Examples usually scare peoplz of - but how about a Giant Squid, taking Pewess from the Beach into Water...

Tractor Rays in StarWars ? Anyone ;)

Or just imagine a Attack, that grabs Transportlike a Small Unit and throws it down on as a Sort of Bomb...

Bad Idea, Good Idea - End of the Line please post here ! :)
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KDR_11k
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Post by KDR_11k »

attach-unit(id);
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Snipawolf
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Post by Snipawolf »

Sounds good..

An awesome example woulda been the dreadnoughts hurling orcs...

And blood flying everywhere :twisted:

That was my most favorite finishing blow EVER...
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PicassoCT
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Post by PicassoCT »

KDR_11k wrote:attach-unit(id);
Does that allow attaching at diffrent Distances, moving the Attached Unit while Attached, destroying or droping the Unit as a Weapon... Can there be more then one Unit attached ? Could we fire a Singulartiy Unit, that takes the PWs close to hug them ?
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rattle
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Post by rattle »

This is possible. Take a transport script, detach the unit in mid air and spawn an explosion with a strong impulsefactor right behind it.

The unit should be able to pick friendly/enemy units up with attack (unless it already has one) and trow them using either attack or the d-gun.

Sounds like something for zwzsg.

Imagine mecha-king-kong throwing stuff around half the map. 8)

edit: Grrr I'm too slow at posting. There was no reply... :(
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PicassoCT
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Post by PicassoCT »

Me imagines a Unit that uses captured Units that Circle it as a Kind of "Shield"

Oh - i am running out of PWs - muts be heavy Fire outside the Nutshell ;)

Or SubRaiser - who needs Anemones if he can take a Ship out of the Water and get it done with AntiAir :)

Or a Unit that uses this ThrowPhysics for itself to hop around the Battlefield like a Grashoper...

Or Berthabullettennisplayers...

OR...

AND..

IF.......
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Snipawolf
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Post by Snipawolf »

If dreadnoughts are implemented, GMN MUST do the example I defined, muahahahahahahah!
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SinbadEV
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Post by SinbadEV »

I'm envisioning a "Truckzilla" unit picking up tanks and tossing them behind it's back like a discarded toy.
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KDR_11k
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Post by KDR_11k »

PicassoCT wrote:
KDR_11k wrote:attach-unit(id);
Does that allow attaching at diffrent Distances, moving the Attached Unit while Attached, destroying or droping the Unit as a Weapon... Can there be more then one Unit attached ? Could we fire a Singulartiy Unit, that takes the PWs close to hug them ?
AFAIK yes. Try asking Zwzsg, that's his speciality. If throwing doesn't work override the physics through Lua, accellerate it and undo the override (I hope that maintains momentum). Gravity units would need a negative impulse weapon forcefired regularly.

Some of your other ideas (Bertha tennis?) aren't in the scope of this feature, projectiles can't be handled like that.
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zwzsg
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Post by zwzsg »

Try asking Zwzsg, that's his speciality.
Sounds like something for zwzsg.

- attaching at diffrent Distances: yes
- moving the attached Unit while Attached: yes
- destroying the unit: I'm not sure. Maybe we could synchronise the drop of the unit with the firing of a very powerful vey concentrated explosion? Maybe there's LUA hook to explode a unit of given ID?
- dropping the Unit: yes
- dropping the Unit as a weapon: I don't think so. Last time I saw a peewee thrown in the air, it hit and rebounded on another peewee without hurting it.
- can there be more then one Unit attached: yes
- Could we fire a Singulartiy Unit, that takes the PWs close to hug them ? Yes. For TA I had done a singularity unit that grab all units not firmly fixed to the ground or another unit. There wasn't any slow attraction movement though. It was more turn it on, and bam in an instant every mobile unit on the map disappear. I would script it to only grab peewee. Somewhere around this forum or UF, I remember seeing a picture about some tower that fired negative impulse laser or something that made it so they attracted the unit they were firing on. I don't remember the author or precise location. :(

When I do a "drop" command, the dropped unit appears on the nearest ground instantly. If I drop from an arm in mid-air, it appears on the ground without falling. If I drop it from an arm over the ocean, it appears on the nearest shore. So, the attach-unit & drop-unit commands can't be used to throw units in the air.

Yes, maybe we can use explosion with high impulse factor and low damage to throw units around. But I haven't tried yet, and haven't seen any exemple, so it's mostly speculation at this time.

Maybe a year ago I thought about making a peewee cannon, a factory with a closes yardmap that can only produce peewee, and that spawn a powerful blowing explosion just below them to throw them in the air. Then I got distracted and never got around to do more than thinking about it.

Giant Squid, taking Pewess from the Beach into Water: Sounds like the point where I grab the opportunity to post some ancient animated gif of my shai-hulud & space slugs.

Me imagines a Unit that uses captured Units that Circle it as a Kind of "Shield".
We'll have to check that attached units still absorb shots. In TA, they didn't. In TA, attached units were pass-through for shots and other units. In Spring, I don't remember and that sort of stuff is prone to change with Spring version number.


Or SubRaiser - who needs Anemones if he can take a Ship out of the Water and get it done with AntiAirSometimes, taking a ship out of water doesn't remove its sub properties. Maybe even when out of water, a sub remains see-able only by sonar and targettable only by torpedoes and depth charge? Or maybe not, but anyway I woudln't count on a sub earning plane properties just because you moved it in the air. I mean, you've never seen anti-air firing over thrown in the air commanders, have you?


Or a Unit that uses this ThrowPhysics for itself to hop around the Battlefield like a Grasshoper...
Maybe a year ago I thought about making a mech that spawn self-blowing explosion to propel itself into the air, as a kind of jetpack. Then I got distracted and never got around to do more than thinking about it. I'm not sure how I could have done the steering though. There's someone making a Spring mod but never posting about it on these forum that considered using a similar trick to make motorbike jump over hill.


Berthabullettennisplayers You can use shields. But I don't see how you would:
a) know a shot a coming and which way.
b) position the shield to send it back at the right angle.
Because afaik scripts can't be made aware of shots position, and shield are always centered on the unit center (or was it changed?).

Oh and trademark made this betha shot trap.


Lastly, don't forget: If your crazy feature are impossible to implement, then use LUA! LUA surrounds Spring, penetrates Spring, and binds the different part of the engine together. LUA-adepts are able to tap into it to perform acts of mad modding skill as well as control and shape the engine around them. It allows them to control its various modding powers. So, use The LUA!
NightfallGemini
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Post by NightfallGemini »

This idea made me think of a unit that could specifically grab crawling bombs and lob them as grenades. If it's alright, I've thought up an example stat layout for a unit that could do such a thing.


Name: Grenadier
Race: Core
Health: 1250
Factory: Advanced K-Bot
Metal: (tell me if it's too small) 790
Energy: 13560
DPS: (crawling bomb explosion damage)

I'm guessing the buildtime would be a little bit below a Maverick. It'd be dependant on crawling bombs, however, so it'd be impractical, but it'd have a decent range on the ground, that extends at higher altitudes (much like most artillery. wind drift, gravity and the like). It'd have to be guarded by other units, especially a radar jammer if transported on top of a hill or something, along with its "ammunition."

The only problem I can see with this idea would that it would have to be entirely manual, unless there's a way to script it so that it picks up before lobbing completely on an attack order.

Edit: zwzsg, I was playing Gundam 1.11 a few hours back. The DODAI-transported Zakus seemed to take damage while attached to the DODAI when the AI's planes were attacking them. I'll have to go back and check to be sure though. Could be a mod-based thing.
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KDR_11k
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Post by KDR_11k »

A factory that launches stuff would be difficult, I don't think factories can accept attack orders. You can spawn (or delete, BTW) a unit through Lua to get your ammo.

Shields are emitted by the part returned by QueryWeaponX, Dozerz makes heavy use of that.
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Dragon45
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Post by Dragon45 »

zwzsg: Undies already made that motorbike thing you're talking about. It really looks like the bike is accelerating over the hill in a really cool fashion. It made me go "OH COOL" when i first saw his vid.
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Guessmyname
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Post by Guessmyname »

Snipawolf wrote:If dreadnoughts are implemented, GMN MUST do the example I defined, muahahahahahahah!
eep...
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zwzsg
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Post by zwzsg »

KDR_11k wrote:A factory that launches stuff would be difficult, I don't think factories can accept attack orders. You can spawn (or delete, BTW) a unit through Lua to get your ammo.
Or I can force spawn an explosion with the "emit" script command, no?
Shields are emitted by the part returned by QueryWeaponX, Dozerz makes heavy use of that.
Ah good.


Dragon45 wrote:zwzsg: Undies already made that motorbike thing you're talking about. It really looks like the bike is accelerating over the hill in a really cool fashion. It made me go "OH COOL" when i first saw his vid.
As an attentive examination of said video reveal, and confirmed by the author, in the current version, the motorbike are scripted movement, not explosion blow.
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PicassoCT
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Post by PicassoCT »

Just imagine a "ThrowTurret" that throws Units to the next, catching Turret, who throws again - and so on, till the Units reach the Battlefield... SuperPW coming in flying high.. Prepare the Kryptoniteflak ;)

Or just a Scrapcollecting tower, who first draws the Scrap near by Gravity.. MJam... ;)

Or Ships who could save themselfs from subs by dragging themselves on the Beaches.. - oh SupCom had that... - oh wait no i remember seeing a GIF of ZWSG who did something like
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Snipawolf
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Post by Snipawolf »

Guessmyname wrote:
Snipawolf wrote:If dreadnoughts are implemented, GMN MUST do the example I defined, muahahahahahahah!
eep...
*Gets his ornamental morning star out...*
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KDR_11k
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Post by KDR_11k »

zwzsg wrote:
KDR_11k wrote:A factory that launches stuff would be difficult, I don't think factories can accept attack orders. You can spawn (or delete, BTW) a unit through Lua to get your ammo.
Or I can force spawn an explosion with the "emit" script command, no?
Yes but do you want to let the user tell it where to shoot?
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Guessmyname
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Post by Guessmyname »

Snipawolf wrote:
Guessmyname wrote:
Snipawolf wrote:If dreadnoughts are implemented, GMN MUST do the example I defined, muahahahahahahah!
eep...
*Gets his ornamental morning star out...*
EEP!
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PicassoCT
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Post by PicassoCT »

Me is dreaming of a New Infamous Tactic - the Peweebridge, or to name it more correct the Peweedam. All you need is Canyon and Peewess, and somebody having the Ability to throw them together to built a Bridge (Bridges are Luable... i try to remember what this all in onewonder is able) ... and of course Pewees or other Soldiers who are prepared to carry the Mission on ;)


And of course we could do a Swiminpooltower, where amphibunits jump into water, that otherwise sloooowwwwwllllyyyy would climb down the cliffs...
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