Ignore trees/features/wrecks

Ignore trees/features/wrecks

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Ignore trees/features/wrecks

Post by Caydr »

In some cases it would be of great benefit to have units that completely ignore conventional pathfinding, basically able to pass through anything without knocking it over or crushing it. This, usually, would include other units.

I'm not sure how it would best be done though.

There are five cases, really:

0 might represent "off" as it does with most (all?) other tags
1 might mean the unit passes through anything, other units included
2 might mean the unit passes through everything but other units
3 might mean the unit passes through anything and this is linked to its cloak state
4 might mean the unit passes through everything but units and this is linked to its cloaked state

It could also be split into two parts:

nolimit=0; means everything is normal
nolimit=1; means the unit passes through everything
nolimit=2; means the unit passes through everything but units

togglenolimit=0; means the unit always has the "nolimit" state
togglenolimit=1; means the unit only has the "nolimit" state when cloaked

This could normally be accomplished with a high crushstrength, but it's often not desirable for a unit to be running around cloaked while also smashing through trees and revealing its position.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

This would be useful for illusions, scripted events for missions, and higher-level teleportation effects.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Multiple tags seems like a better idea, since the number of combinations raises exponentially in case new stuff would be added...

Plus it's would be more readable and more consistent with e.g. the different can* tags.

e.g.

Code: Select all

WalkThroughUnits
WalkThroughFeatures
WalkThroughWrecks
for both it may even be an idea to work with categories / names, e.g.

Code: Select all

WalkThroughUnitCategories=AIR
WalkThroughFeatures=tree,rock
Note that this is just interface-wise suggestions, I don't really know how much implications this would have for implementation without taking a look at the code.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Tobi wrote:

Code: Select all

WalkThroughUnits
WalkThroughFeatures
WalkThroughWrecks
for both it may even be an idea to work with categories / names, e.g.

Code: Select all

WalkThroughUnitCategories=AIR
WalkThroughFeatures=tree,rock
That'd be ideal.
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

I think it would also be useful for an option that units try not deviate from the straight line towards the next point. This would be very useful when you have many units, they tend to congregate along the paths that are quickest; with this you can use ctrl-move much more effectively; with them trying to hold the line as much as possible; and not break up the formation.

EDIT: Ye, this is probably just a seperate feature request...
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

On a somewhat (barely) related topic, can we have avoidfriendly and collidefriendly for features please? I know Argh added something, but I'm pretty sure it wasn't team specific.


(This is where someone tells me to do it myself)
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

FLOZi wrote: (This is where someone tells me to do it myself)
Request fufilled; Do it yourself!
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Lippy wrote:I think it would also be useful for an option that units try not deviate from the straight line towards the next point. This would be very useful when you have many units, they tend to congregate along the paths that are quickest; with this you can use ctrl-move much more effectively; with them trying to hold the line as much as possible; and not break up the formation.

EDIT: Ye, this is probably just a seperate feature request...
Yessir, that's good too, yes.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Was this ever looked after? Sorry I'm so out of touch.
Post Reply

Return to “Feature Requests”