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force fields

Posted: 30 Jun 2008, 17:16
by Hoi
well, i woulld like 'force fields' with that i mean some kinna towers that, if connected together create a force field between them, this should be possible with 2 or more towers

Re: force fields

Posted: 30 Jun 2008, 18:26
by smoth
overlapping shields do that.

Re: force fields

Posted: 30 Jun 2008, 18:30
by Hoi
smoth wrote:overlapping shields do that.
i do not want overlapping shields, i want shields that i can give a shape by placing towers

Re: force fields

Posted: 01 Jul 2008, 01:28
by Gota
dont mind smoth.
There are always idiots suggesting all kinds of crazy ideas when someone says he wants something added in.

Re: force fields

Posted: 01 Jul 2008, 03:24
by smoth
Gota wrote:There are always idiots suggesting all kinds of crazy ideas when someone says he wants something added in.
yes there are idiots always suggesting crazy ideas when I make a simple request.

Re: force fields

Posted: 01 Jul 2008, 10:33
by KDR_11k
Spawn field components between the two units.

Re: force fields

Posted: 05 Jul 2008, 02:29
by Guessmyname
I'm surprised no-one's just said LUA yet...

Anyway, I know you could definitely do a 'laser grid' style wall that damages units that try to pass through it (script-emit beamlasers at all other laser towers in a certain radius). Not a clue on the 'physically stop units' front.

Re: force fields

Posted: 05 Jul 2008, 03:35
by jK
Guessmyname wrote:I'm surprised no-one's just said LUA yet...
Lua Beginners FAQ:
Q: What Lua cannot do (yet)?
A: You cannot ...
*changing projectiles, nor detect their positions.

you could create a stack of smaller unit to create a wall of sphere, but that will cause other issues ...

Re: force fields

Posted: 05 Jul 2008, 04:13
by Guessmyname
*fails to see the connection between stopping units from crossing certain parts of the map and control over projectiles*

Re: force fields

Posted: 05 Jul 2008, 04:19
by Peet
Well the OP's request doesn't state whether the force fields would stop projectiles or units...and stopping projectiles would be feasible in svn/.77 by spawning an invisible unit with a large rectangular hit primitive in the centre of the field area, with the correct rotation etc.

Re: force fields

Posted: 05 Jul 2008, 11:13
by Guessmyname
Yes, but how would you get the hitbox the right length? Can we change it's parameters on the fly ingame? (This would be awesome by the way)

Re: force fields

Posted: 05 Jul 2008, 16:15
by KDR_11k
I think there was some talk about that.