unressurectable corpses

unressurectable corpses

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.

Moderator: Moderators

Post Reply
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

unressurectable corpses

Post by Guessmyname »

I'm pretty sure theres a tag that makes a corpse unressable, I just can't remember it. Can someone tell me what it is?

The idea is that (this being for CZTA) you could have a unit that rezzes tanks and vehicles, basically "repairing" them to a combat-ready status. For proper repairs (ie to full health repairs - the ressurector just brings it back to life) the vehicle/tank would have to go to/be paid a visit by a dedicated repairer.

The unressable corpse tags would just be used to stop it ressing infantry or structures etc
User avatar
TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

i am not sure for spring, but for ota, you basically name your corpses without the original unit's unitname at the beginning. for example, if you have ARMBLAH as your original unit, ARMBLAH_DEAD, ARMBLAH_HEAP would be resurrected to ARMBLAH, same with the features ARMBLAH_BLEH, and ARMBLAHBLEH_DEAD, or any feature starting with "ARMBLAH". But if you have a unit named ARMBLAHBLEH die into the corpse ARMBLAHBLEH_DEAD, ARMBLAHBLEH_DEAD would not rez into ARMBLAHBLEH, but instead into ARMBLAH. so to prevent a feature from rezzing into unit ARMBLAH, simply don't start the feature's name with "ARMBLAH". name it "DEAD_ARMBLAH" or something :P
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

TheRegisteredOne wrote:i am not sure for spring, but for ota, you basically name your corpses without the original unit's unitname at the beginning. for example, if you have ARMBLAH as your original unit, ARMBLAH_DEAD, ARMBLAH_HEAP would be resurrected to ARMBLAH, same with the features ARMBLAH_BLEH, and ARMBLAHBLEH_DEAD, or any feature starting with "ARMBLAH". But if you have a unit named ARMBLAHBLEH die into the corpse ARMBLAHBLEH_DEAD, ARMBLAHBLEH_DEAD would not rez into ARMBLAHBLEH, but instead into ARMBLAH. so to prevent a feature from rezzing into unit ARMBLAH, simply don't start the feature's name with "ARMBLAH". name it "DEAD_ARMBLAH" or something :P
Are you sure TA works in such a ridiculous way?
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

I wouldn't believe it either until I heard how hovers were set. I believe it now.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Pxtl wrote:I wouldn't believe it either until I heard how hovers were set. I believe it now.
Hovers are set like that in Spring - its all on canhover=1; for TA.

(unless I'm wrong again. But my amphibians worked in TA with their custom moveclass and not in Spring, so I will guess I'm right.)
Post Reply

Return to “Game Development”