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problem with the build per atmospheric reentry
Posted: 07 Jan 2008, 08:04
by emmanuel
or the hit box is huge or the anim is out of them and the ennemy sight the footprint empty on land and destroy the building traveling in sky

Re: problem with the build per atmospheric reentry
Posted: 08 Jan 2008, 03:20
by Saktoth
Translation: Units with a build animation that makes them drop out of the sky (ala drop pods) have their hitspheres on the ground (and targetable by the enemy) while under construction.
You could make the unit invincible (armored=1) or in some way hidden while under construction.
AFAIK there is still no way to dynamically shift the hitsphere though id verymuch like it, it would be very useful (for proper submersibles, among other things).
Re: problem with the build per atmospheric reentry
Posted: 08 Jan 2008, 05:30
by emmanuel
in the lua forum they promise that is possible :to drop or transport an unit by .lua without any nasty "hack" in .cob(like call in menu a flying transport that drop an unit and the unit fly(parachut) after move on land after go on water surface after subsurface and after subland
or spawn or move or transform(xchange!?) all (excepted weapon !!!=)
but all old .cob are now only for the anims of the .3do/.s3d (build move activat die ... )
stop to search location related in .cob excepting for the turn moves and the income/outcome direction (and the slopes maybee)
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 03:34
by kiki
So the same applies for subs? I need surfacing subs for mah mahd!!
So the hitsphere cannot be repositioned with lua?
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 04:16
by emmanuel
not
lua can change the unit level seems since 76b1(said by lua exerts)
the hit shere is .cob related and need an anim maybe but the .lua can give orders for start an anim
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 15:12
by kiki
why cant we forget cob and just use lua for all scripting, devs?
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 18:30
by Peet
kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
Because cob scripting is still fast, convenient, and versatile.
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 18:33
by rattle
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 19:15
by rcdraco
This is kinda asking for hitspheres to be "welded" to the base object, which is entirely sensible, but would take a little source editing, and probably in the path finding as well, and you would have to make it so that cars can't go under the drop zone, or else they get either squished or pushed.
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 21:53
by Fanger
It is entirely possible to make subs that can surface/submerge..
Use a lua replace setup.. as for objects with cob animations that move stuff around, yeah well we cant move the hitsphere.. but then again Id prefer we actually address the issue of hitspheres first before we worry about how to move them dynamically..
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 22:05
by quantum
You could drop the unit from the sky with Lua move control, instead of making an animation. Look at the antigravity gadget in the CA sandbox (
click) for an example of something similar. The hitsphere stays with the unit, of course.
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 22:06
by Fanger
that would work..
Re: problem with the build per atmospheric reentry
Posted: 10 Jan 2008, 22:24
by kiki
But could I make that work with my subs? I have a placeholder model i am working with atm.
Re: problem with the build per atmospheric reentry
Posted: 11 Jan 2008, 01:22
by emmanuel
kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
never forget nothing !
compatibility is the bestestway !
look for the .3do .s3o system !
that enable transcoding possibility ,
and definitively DISmandatyoring us from an cavedog(tm) exclusivity !
hit shere must be dynamic and weapons/projectil too !
Re: problem with the build per atmospheric reentry
Posted: 11 Jan 2008, 14:02
by Pressure Line
Peet wrote:kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
Because cob scripting is still fast, convenient, and versatile.
and very few people actually understand lua well enough to do that.
Re: problem with the build per atmospheric reentry
Posted: 11 Jan 2008, 20:25
by emmanuel
Pressure Line wrote:Peet wrote:kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
Because cob scripting is still fast, convenient, and versatile.
and very few people actually understand lua well enough to do that.
maybe you can solve this problem:
by writing a easy tutorial for beginners ???
Re: problem with the build per atmospheric reentry
Posted: 11 Jan 2008, 22:11
by BaNa
emmanuel wrote:
maybe you can solve this problem:
by writing a easy tutorial for beginners ???
lol he speaketh true things
Re: problem with the build per atmospheric reentry
Posted: 11 Jan 2008, 23:53
by Forboding Angel
isn't using lua for unit scriptings something akin to swatting a fly with a backhoe?
Re: problem with the build per atmospheric reentry
Posted: 12 Jan 2008, 00:02
by imbaczek
somewhat.
it'd be actually preferable to be able to do this, but it's not an easy task.
don't be afraid, BOS/COB isn't going anywhere.
Re: problem with the build per atmospheric reentry
Posted: 12 Jan 2008, 01:10
by Mooseral
Pressure Line wrote:Peet wrote:kiki wrote:why cant we forget cob and just use lua for all scripting, devs?
Because cob scripting is still fast, convenient, and versatile.
and very few people actually understand lua well enough to do that.
From what I know more people know lua than cob... seeing as cob only seems to be hanging around old TA-related bits of the internet.
If you wanted something user friendly, lua would be a far better choice; it's fairly widespread, it has a pile of documentation, and it's newer.
It would be nice to have better support of a newer language like lua, as it might also lead to new stuffs being possible in the engine... But thankfully for the moment, cob is at least logical enough that a bit of stumbling around will basically be enough to learn it, and it does do it's job.