Sub-units/ design feasability

Sub-units/ design feasability

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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PTTG??
Posts: 17
Joined: 09 Apr 2008, 06:54

Sub-units/ design feasability

Post by PTTG?? »

Would it be possible to have a unit designer of some kind that would allow you to attach components to hardpoints on a "chassis", allowing you to, using the same basic set of tools, create a huge number of possible units?

For example, you'd open up the interface, select a chassis like "Medium Tank", then get a screen showing that basic chassis. Then you can select what equipment you want in each of several slots, like specific weapons, generators, engines, and armor.

Now, I figure that units probably can't be changed "live", but I figure that these attachable features could actually be separate units that are scripted to act attached to the chassis, which is the actual unit.

This opens a lot of options, such as having very huge units with hardpoints that can be targeted separately, though small units should have invisible hardpoints.

If that's doable, then things like generators and armor, which should normally be invisible, can have purely statistical effects on the unit, which presumably is easier to change than the graphics.

There are two main advantages to this; first, rather than having four or five different construction units with two levels each, you have just two, maybe three different "Nanobeam emitters." Then, if you need some flying constructors that can land on water, then you can select a Chopper chassis, attach a Nanobeam, and give it the Floatation Device ability.

The second is that more varied units are available; if there are, say, 6 different basic chassis types (i.e., walkers, tanks, wheeled, naval, flying, structures) with five sizes each (light infantry to ubermechs, crawlers to titan tanks), with ten reactors and ten weapons, ten types of armor, and ten special abilities, that provides 300,000 different units. Even the most ambitious mod would hesitate before promising that much variety.

Is this feasible in the current engine?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Sub-units/ design feasability

Post by AF »

pxtl iirc eperimented with rendering additional components on models via lua
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Sub-units/ design feasability

Post by imbaczek »

see THIS and its Imperator.
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KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Re: Sub-units/ design feasability

Post by KingRaptor »

imbaczek wrote:see THIS and its Imperator.
Imperator turret building is broken in current Spring version.
The cause isn't immediately apparent, there's no error message and KDR didn't know when I asked him either.

EDIT: Though depending on what you want to do, simply allowing the turret pads to morph might work. Actually, I'll fiddle with that a bit now.

EDIT 2: Nothing I do works. Screw this!

EDIT 3: KDR worked out the problem; it was nothing more than the turret units not being loaded due to having canMove = true, canFly = false and no defined moveclass. What a freaking waste of my time! :|
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Sub-units/ design feasability

Post by Pxtl »

AF wrote:pxtl iirc eperimented with rendering additional components on models via lua
Wasn't me - never done any lua magic like that.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Sub-units/ design feasability

Post by FLOZi »

it was Pressure Line
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Sub-units/ design feasability

Post by Pressure Line »

*hides*

possible, yes. easy, no.
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