Toggle Flight
Moderator: Moderators
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Toggle Flight
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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- Posts: 578
- Joined: 19 Aug 2004, 17:38
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
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- Posts: 578
- Joined: 19 Aug 2004, 17:38
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
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).
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
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.SwiftSpear wrote:I've said it before: I'm not going to be fully satisfied until I can basicly define any trigger I want
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Ya, that was my hope too.Nemo wrote: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.SwiftSpear wrote:I've said it before: I'm not going to be fully satisfied until I can basicly define any trigger I want
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.
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.
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.
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.Foe OfTheBee wrote:"Voltron" style units that can combine to make larger units or divide to make smaller units would be neat too.