radar sonar and the onoffable tag WTF

radar sonar and the onoffable tag WTF

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

radar sonar and the onoffable tag WTF

Post by smoth »

Why is it unit have to be onoffable to have radar and/or sonar?
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: radar sonar and the onoffable tag WTF

Post by Wombat »

i know i shouldnt put my nose into topics i got no idea about, but first thing that came to my mind was : commander (which is not onoffable i think) :>
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smoth
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Joined: 13 Jan 2005, 00:46

Re: radar sonar and the onoffable tag WTF

Post by smoth »

I will definitely look at it
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: radar sonar and the onoffable tag WTF

Post by Pressure Line »

activatewhenbuilt?

alternatively set the activation cob/lus call to true on unit creation?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: radar sonar and the onoffable tag WTF

Post by smoth »

activateWhenBuilt = true,

seems to solve it. Really pisses me off how this change happened. INB4 we cannot test every scenario... if you are working on radar... this is something to test! INEXCUSABLE! Seriously, just because *A is fine doesn't mean shit works!
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: radar sonar and the onoffable tag WTF

Post by FLOZi »

I thought that radar/sonar et al had been tied to activation status since... well, forever (at least so far as Spring goes)?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: radar sonar and the onoffable tag WTF

Post by smoth »

Not to my understanding flozi. Still seems kind of odd that it HAS to be tied to activation status.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: radar sonar and the onoffable tag WTF

Post by KDR_11k »

It's one of those TA-isms. Maybe it wasn't tied before but I think that led to whining by people that they couldn't turn radar towers off.
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smoth
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Re: radar sonar and the onoffable tag WTF

Post by smoth »

>:|
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: radar sonar and the onoffable tag WTF

Post by AF »

I think the reason it hasnt been tackled is because someday someones going to want an on offable metal maker that doubles as a sonar who then complains that the sonar turns off when he turns off his metalmaker or vice versa.

Swap out the function in above paragraph for more realistic scenario etc. On off, what exactly does it turn on and off? Why don't we leave it at the default TAisms and hope nobody ever asks!

I'd quite like to see a generic setup where we can define switches to turn arbitrary sets of components on and off (note I said sets, not individual things, tis more flexible).
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smoth
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Joined: 13 Jan 2005, 00:46

Re: radar sonar and the onoffable tag WTF

Post by smoth »

I really kinda wonder why on/offable isn't moved to lua based? Seems like that would allow the devs to move the control for such specific things and avoid tag foresting to control this shit.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: radar sonar and the onoffable tag WTF

Post by KDR_11k »

smoth wrote:I really kinda wonder why on/offable isn't moved to lua based? Seems like that would allow the devs to move the control for such specific things and avoid tag foresting to control this shit.
Because nobody has gotten around to doing it yet.
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