Unit categories
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Funky thing that needs fixing... I mentioned it to Lurker last night...
For a hovercraft to actually function as a hovercraft, in the moveinfo the name must start with HOVER.
That is really dumb, and it needs to rely on canhover=1; for that. COuld you un-hardcode that pls?
Another thing:
toairweapon=1: <works great, even if it just uses a hardcoded category.
Culd you please add a tag:
togroundweapon=1:
Please! THe category stuff in spring only works when it feels like it. It is old and antequated and a better system needs to be incorporated.
For a hovercraft to actually function as a hovercraft, in the moveinfo the name must start with HOVER.
That is really dumb, and it needs to rely on canhover=1; for that. COuld you un-hardcode that pls?
Another thing:
toairweapon=1: <works great, even if it just uses a hardcoded category.
Culd you please add a tag:
togroundweapon=1:
Please! THe category stuff in spring only works when it feels like it. It is old and antequated and a better system needs to be incorporated.
Unit FBIs are read by the pathfinder (which is what uses moveinfo), so canhover=1 is meaningless if the pathfinding class it uses is only set up to pathfind on land. I agree that there should be a better way than hardcoding the names, I'm just saying canhover=1 is unrelated here.
Also, suggesting another hardcoded tag to replace an open system? Right... sure, onlytargetcategory needs some fixing, but an array of dumb hardcoded tags isn't the way to go. Toairweapon is only even supported because it was in OTA and at the time onlytargetcategory didn't exist.
Also, suggesting another hardcoded tag to replace an open system? Right... sure, onlytargetcategory needs some fixing, but an array of dumb hardcoded tags isn't the way to go. Toairweapon is only even supported because it was in OTA and at the time onlytargetcategory didn't exist.
What I'd like to see is boolean operators for category tags or if that's too hard at least defining a whole bitmask and being able to say what operation should be performed between that and the unit's categories. So we could say onlyTargetCategory="AIR LIGHT"; onlyTargetCategoryOperation=AND; or badTagetCategory="INF BUILDING"; badTargetCategoryOperation=OR;
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Another quibble...
Smoth posted a script long ago on how to check if a unit is on land or sea, and change upright=1; to upright=0; back and forth.
Ok, it's cool, but it's a band aid. Could hovercraft be hardcoded to have upright=0; on land and upright=1; on sea? The script is good, but it's quirky and sometimes doesn't work correctly (most notably after morphing), so it wiould be nice if it was natively supported.
Smoth posted a script long ago on how to check if a unit is on land or sea, and change upright=1; to upright=0; back and forth.
Ok, it's cool, but it's a band aid. Could hovercraft be hardcoded to have upright=0; on land and upright=1; on sea? The script is good, but it's quirky and sometimes doesn't work correctly (most notably after morphing), so it wiould be nice if it was natively supported.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Because lua can change the categories into something else more meaningful to the modders with a little lua code magic.
Afterall the same thing is done to prevent modders having to type in compiled C++ classes complete with all their sub structures and padding, instead of typing plain text into a nice text editor. Layering!
Afterall the same thing is done to prevent modders having to type in compiled C++ classes complete with all their sub structures and padding, instead of typing plain text into a nice text editor. Layering!