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LUA driven peon harvesters!

Posted: 26 Sep 2007, 02:17
by Zpock
I have been working hard on my new secret project and learning a lot of LUA. The result so far is: asteroids spawned all over the map. Peons that attack the roids with mining lasers, and then return with their cargo once full to a town hall, then they resume mining more! You can even queue up more then one roid and it works. I might add in that they automatically start mining on another nearby roid if one gets depleted and they have nothing to do too. This video shows it all off:

http://www.youtube.com/watch?v=XieuTnq2gtw

I also further plan to add in specialized haulers and containers to make things even more interesting. The mod itself that I'm working on will contain shitloads of lua that will totally overthrow most TA game mechanics. It's also a space ship mod.

Posted: 26 Sep 2007, 03:09
by [XIII]Roxas
I hereby endorse this as 'Epic Win'.

Posted: 26 Sep 2007, 03:12
by Peet
[XIII]Roxas wrote:I hereby endorse this as 'Epic Win'.
This opinion is approved by your friendly neighbourhood Peet!

Posted: 26 Sep 2007, 03:31
by SinbadEV
My Name is SinbadEV and I approve this lua.

Posted: 26 Sep 2007, 04:28
by MadRat
Are the lasers missing at random? Every once in awhile they hit the ground about halfway to their target.

Posted: 26 Sep 2007, 05:32
by Snipawolf
Sounds like major win! :twisted:

Posted: 26 Sep 2007, 08:21
by KDR_11k
Neat, now Spring willl have the harvester problem where units try to get resources in enemy territory :P.

Posted: 26 Sep 2007, 08:48
by Warlord Zsinj
Very nice.

Not that I agree with this sort of resourcing over good old TA territory-based resourcing, but cool nonetheless ;)

Posted: 26 Sep 2007, 10:29
by Saktoth
Be good if you could designate an area, just like reclaiming, and have them only work within that.

Posted: 26 Sep 2007, 10:33
by imbaczek
An elegant solution, given the engine restrictions.

Posted: 26 Sep 2007, 11:13
by Felix the Cat
:shock:

Made of win and pwn.

Posted: 26 Sep 2007, 12:25
by Zpock
I could use the hold position/maneuver/roam maybe to set if you want them to wander for resources long/short range or just mine what their told, if I implement that at all. It works off normal attack orders so you can area attack also, to designate an area.

Posted: 26 Sep 2007, 12:29
by Pressure Line
i love you Zpock.

perhaps have the resources spawned in areas around geo vents.

either way, i cannot wait for a public release of this.

Posted: 26 Sep 2007, 14:10
by FLOZi
Fantastic work!

Posted: 26 Sep 2007, 14:32
by clericvash
Great work, dune2/2000 mod anyone? haha (as if we needed more copyright lol)

Posted: 26 Sep 2007, 17:09
by rattle
I was working on one. :P

I'd need regrowing resources though, or rather random spice blooms which appear every now and then and they explode into fields. That's a bit much probably.

How ever I think lathan will be pleased that his tiberium crystals can be officially mined now.

Posted: 26 Sep 2007, 17:12
by Felix the Cat
In before Starcraft Spring.

Posted: 26 Sep 2007, 17:32
by clericvash
I don't see how spawning like spice or whatever resources to mine can to be too hard, then i am not a modder or programmer, but isn't the new Gaia player thing supposed to help with it?

Posted: 26 Sep 2007, 19:00
by Zpock
That's piece of cake. The resources are just neutral gaia units that react to being hit by special weapons. They can be spawned however and whenever you would want easily. The spawning could be done in the map gaia lua I think?

For a dune harvester the spice is kinda supposed to be sitting flatly on the ground, but I'm sure you could make it adequately aesthetically pleasing anyway. Maybe have the spice unit consist mostly of a ground decal or something.

Posted: 26 Sep 2007, 19:05
by rattle
The problem is that it has to be rendered to the map texture. You know, clipping errors, even on completely flat ground, aren't nice. Second approach would be to model them but uh no. Unit's can't cross them then.