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Toggle Flight

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Toggle Flight

Post by FoeOfTheBee »

It would be nice to be able to switch flying on and off for a unit. That way you could have dragoon-style units that fly quickly, then land to fight, with drastically reduced armor in the air. Neat tactical possibilities.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Could be done with script given the necessary engine support, and the right information. I\'ve toyd with the idea for a while, units that can jump voer canyons for example.
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

I dare say it still should be an engine function, like HighTrajectory for example. Would make stuff like jumpjet infantry or "transformer" kinda units much more realistic.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

maybe included in the new format?
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

It could be done now by having a unit that runs fast, the slows drastically to fire, maybe with a neat tranformation script.
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

Already possible, last update included speed control commands to script.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I've said it before: I'm not going to be fully satisfied until I can basicly define any trigger I want and have a unit morph any potentail differnet statistics and functions, from fully transforming into a new unit with new all new stats, or just giving units the ability to sprint when the player presses the "sprint" button in the GUI (limiting firing ability assumed).
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

"Voltron" style units that can combine to make larger units or divide to make smaller units would be neat too. And maybe even "alien" style units - think robotic face huggers, with an incubation period followed by a more powerful form.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

SwiftSpear wrote:I've said it before: I'm not going to be fully satisfied until I can basicly define any trigger I want
I believe that something like this (creating your own FBI tags) will be possible with the scripting language that's planned by dj_oldfield. I haven't seen him around recently, but I can hope that he's still contributing.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Nemo wrote:
SwiftSpear wrote:I've said it before: I'm not going to be fully satisfied until I can basicly define any trigger I want
I believe that something like this (creating your own FBI tags) will be possible with the scripting language that's planned by dj_oldfield. I haven't seen him around recently, but I can hope that he's still contributing.
Ya, that was my hope too.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

dj_oldfield and me have been doing a lot of discussions through email about scripting languages, but we have a lot of different opinions about who's doing what and about what's fast. He wants to have a dynamic list of properties for every unit as well as other dynamic stuff, which I think is way to slow for an rts like spring, and not as much of a niche for a new scripting language to fill. He doesn't seem to have a lot of time for spring so far though, but maybe that changes...

So far we have agreed on building a static typed language first (I've been pushing for this a lot) for speed, and at a later stage integrate more dynamic script elements into it.
We don't have any real code yet though, first priority is a class/variable registration system so a sync recovery system can be build into spring (needed for the port to work). A script language should be able to connect to that eventually.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

How hard would it be to make the new script language remove the unit and replace it with another, while keeping as much as it can (position, orientation, speed, health in %, ...)? Would be even smoother if 3do and script are the same.
Foe OfTheBee wrote:"Voltron" style units that can combine to make larger units or divide to make smaller units would be neat too.
With some heavy scripting I'm sure I could make that. Basically, units that attach to each other, and that have isairbase=1; so attached can fire, and that unjam weapons and do some hide pieceX/show pieceY when SetSFXoccupy is called with a value of 0.
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