spy/sabotoege unit

spy/sabotoege unit

Requests for features in the spring code.

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ianmac
Posts: 253
Joined: 02 Jul 2007, 01:40

spy/sabotoege unit

Post by ianmac »

A unit idea of mine is to make a unit that can copy an enemy unit , become that unit, the enemy takes controle of that unit, but you can still see through that unit. It has no attack but it has a suiside that you can activate for a deesent sized boom. What do you think?
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: spy/sabotoege unit

Post by REVENGE »

ianmac wrote:A unit idea of mine is to make a unit that can copy an enemy unit , become that unit, the enemy takes controle of that unit, but you can still see through that unit. It has no attack but it has a suiside that you can activate for a deesent sized boom. What do you think?
Or we can all .cheat .give 1000 corkrog hmm?

:roll:

Technical aspect wise though, I think it would be very cool if we could create such a unit. Possible via lua maybe?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

The problem is the animations, the unit cannot mimic the target's script in any way since that would prevent the explosion. Maybe you could hide the unit and attach it to a copy of the target unit with its weapons disabled...
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

KDR_11k wrote:The problem is the animations, the unit cannot mimic the target's script in any way since that would prevent the explosion. Maybe you could hide the unit and attach it to a copy of the target unit with its weapons disabled...
Probably the best (but also most labour-intensive approach) would be to make a "spy" version of each unit you want to copy, and spawn that instead of the target unit. So you have a "spy peewee" that has FBI info similar to a crawling bomb, but the script/model of a peewee.

One of those things that you wouldn't want to do by hand, but could probably make an excternal script to construct the FBIs/files automatically for you without too much trouble (but it would seriously clutter your mod unit list for one friggin' unit).
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

I think that a unit with the ability of becoming exactly equal to a enemy one (even in color) and can only be attacked if the enemy player directly orders would be easier and best. So the enemy could only discover if he tried to select the unit.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Can this even be done through cob? Sounds like a zwzsg level scripting job. Otherwise, maybe through lua you can transform the model of the unit? But that leaves the last question of retaining shared control and sight.
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ianmac
Posts: 253
Joined: 02 Jul 2007, 01:40

Post by ianmac »

No control just site
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

Thinking a bit, I think the enemy taking control of the unit is overpowering... not being able to control it would be the only way he could discover, and ever spy unit should have some counter...
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Zoy64
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Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

how about a spy can detect another spy?
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

Zoy64 wrote:how about a spy can detect another spy?
I think that, in that case, it would be better to have a unit especialized in spy detection istead of spy-sees-spy, because spys would probally be utter expensive with all those abilities... :)
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

spy vs spy = win.
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