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Commando Saboteur

Posted: 22 Aug 2007, 18:44
by jK
This LuaRule gives your Commando Tanya-style (Red Alert2) bomb planting abilites, so you can bomb your enemy's advance fusions :twisted:

Image

>commando saboteur.zip<

small description:
it adds a new button "PlantBomb" and depending on the MaxHealth of the victim the planting will take longer. The included .cob decloaks the commando during planting the bomb.

issues:
Atm the script can only handle one unit type, so you can't add a saboteur on core and arm side, also there is no config-file, but there are some variables at the top of the luaRule.
Cause there are too many cases to reactivate cloaking, i decided to put all cloaking stuff into the .cob. So if you use your own unit/cobscript you have to do so too (there are 2 cob events: StartPlantBomb and StopPlantBomb).
THE UNIT HAS TO SUPPORT CMD_CAPTURE! (cause of a workaround)

small tip:
if you want to make your own custom commands with unit interactions, then the code is very interesting for you, cos it really isn't easy to integrate a custom command into the commandqueue (with visual dotted lines etc.).

PS: this is not the same version as in Tired Annihilation 0.7-0.8 ;)
However TiA 0.10 has a working version of it implemented.

Posted: 22 Aug 2007, 19:35
by Neddie
Good, because the version in Tired Annihilation has issues.

Posted: 22 Aug 2007, 19:40
by jK
cause it was a beta (never meant to be released ...)

Posted: 22 Aug 2007, 19:51
by Neddie
Ah. Smack him in the face for me, and thank you for this great bit of work.

Posted: 27 Aug 2007, 17:11
by Tired
It's the version used in Tired Annihilation v0.10. ~~

As the mod's still in beta, it's hard to come up with a better testing ground for the widget (which's received quite a few revisions based upon said testing), so die. =P

Widget works quite well now, btw.

Posted: 28 Aug 2007, 01:30
by Warlord Zsinj
JK, currently, it seems like this is not part of the in-built spring order set, which is causing some serious logical/intuitive issues.

- There is no visual indication that a sap charge has been laid (say, the 'sap' icon appears above the targetted unit') until the bomb starts to be laid.

- Because it is not quite part of the orderset, I can give my guy a normal order (say, move), then while he is carrying out that normal order, click the 'lay charge' button. He will not register as a new order which stops his current order, he will continue to move to the location, while laying the bomb. Which looks pretty silly if you have some sort of stop function (this can be worked around using other things, but it's a direct cause of the missing link in the order chain).

- Because this is not identified as a weapon, a unit given a sap order outside of the range of his sap charge will not move into position to lay the charge.

- There is no way to view this range in-game.

These things are really important in terms of intuitiveness and UI-integration.

Re: Commando Saboteur

Posted: 28 Aug 2007, 12:34
by jK
jK wrote:THE UNIT HAS TO SUPPORT CMD_CAPTURE! (cause of a workaround)
jK wrote:small tip:
if you want to make your own custom commands with unit interactions, then the code is very interesting for you, cos it really isn't easy to integrate a custom command into the commandqueue (with visual dotted lines etc.).
-> It works (if the unit knows the CMD_CAPTURE) and the range is the buildradius.

Posted: 10 Sep 2007, 17:03
by Tired
The unt can walk around and perform commands while planting, yes, but the planting still stops if you exit the unit's build radius. Small build radius ftw.