I just had an odd idea - since a big part of Spring is now all-terrain units that can climb, how about extending that ability to climbing over wreckage? Assign each wreckage piece (or other feature) a "climbheight" and "climbslope" - the height is how high units on top of wreckage stand, and slope is what the MaxSlope of a unit must be to travel across the wreckage. Thus, you could have K-bots climbing over their fallen fellows, and piles of bodies mounting up. Make "wreckageslope" cumulative, so that high body piles are more difficult to negotiate.
In the extreme case, you could even have certian commando and spider units able to climb over DTs - just assign DTs an extremely high "climbslope" attribute, and give said all-terrain units an even higher one.
Odd idea: walking over corpses?
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- GrOuNd_ZeRo
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- GrOuNd_ZeRo
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Yeah, the infantry corpses in SWTA have blocking=0 too, so they're there but units have no problem going over them.
But the thing is, if you did that for a large corpse (let's say the Krogoth) so you could have the Beelzebub step over it... all other units would be able to walk through it as well.
What we'd need is a "MaxCorpseBlockingHeight" tag for the moveinfo.tdf classes, I'd say. That way a big walker like the Beelzebub could step over corpses no problem, unless it ran into one that was too tall (corpses do already have a height tag in their definitions :)), but it'd still block smaller units normally.
But the thing is, if you did that for a large corpse (let's say the Krogoth) so you could have the Beelzebub step over it... all other units would be able to walk through it as well.
What we'd need is a "MaxCorpseBlockingHeight" tag for the moveinfo.tdf classes, I'd say. That way a big walker like the Beelzebub could step over corpses no problem, unless it ran into one that was too tall (corpses do already have a height tag in their definitions :)), but it'd still block smaller units normally.