Dunno if any of these are MTR, but I feel that these are strongly needed for some even mightier mod action to occur.
(+) Needed
(-) Not Needed as much.
(+) Nanolathe color changing. Would also change the color of the build-up frames. (-) In addition, the ability to replace with some other effect, such as a blue flame or something to simulate welding.
(+) Prerequisite building tags, basically disallowing or allowing the user to build certain units only when certain units are present and in possession of that user.
(+) Multiple sounds per unit, I believe Spring only supports one sound in the select and order catagory. (-) In addition, secret unit sounds occuring upon clicking the unit several times. I know, how dare I mention a feature of *craft, but you really can't refute how cool it is hearing your unit belt out poetry or a battlecry or even a sly joke.
Mod enhancing suggestions.
Moderator: Moderators
Re: Mod enhancing suggestions.
Sounds good. Would the colour be unit specific, or mod specific?Neuralize wrote: (+) Nanolathe color changing. Would also change the color of the build-up frames. (-) In addition, the ability to replace with some other effect, such as a blue flame or something to simulate welding.
Also good. Will definately be needed if anyone wants to port/make a *craft, AoE, proper CnC, or basicaly any of the 'main stream' RTS's out there.Neuralize wrote:(+) Prerequisite building tags, basically disallowing or allowing the user to build certain units only when certain units are present and in possession of that user.
Definatley needed. It gets so boring hearing the same sounds over and over again. And the multiple clicks would be brillant. Perhaps have a script event that is called when this happens, so people can make a unit play a sound, dance, shoot, explode, fly, mutate, or whatever they want when they are clicked alot?Neuralize wrote:(+) Multiple sounds per unit, I believe Spring only supports one sound in the select and order catagory. (-) In addition, secret unit sounds occuring upon clicking the unit several times. I know, how dare I mention a feature of *craft, but you really can't refute how cool it is hearing your unit belt out poetry or a battlecry or even a sly joke.
Re: Mod enhancing suggestions.
Unit specific is better, that way it could allow multiple color in the same game. I'd even go for multiple colors in one unit, like having one color for building, another for repairs, capture, etc.Maelstrom wrote:Sounds good. Would the colour be unit specific, or mod specific?Neuralize wrote: (+) Nanolathe color changing. Would also change the color of the build-up frames. (-) In addition, the ability to replace with some other effect, such as a blue flame or something to simulate welding.
Yes, more flexibility can lead to more ways to play a game.Maelstrom wrote:Also good. Will definately be needed if anyone wants to port/make a *craft, AoE, proper CnC, or basicaly any of the 'main stream' RTS's out there.Neuralize wrote:(+) Prerequisite building tags, basically disallowing or allowing the user to build certain units only when certain units are present and in possession of that user.
Agreed.Maelstrom wrote:Definatley needed. It gets so boring hearing the same sounds over and over again. And the multiple clicks would be brillant. Perhaps have a script event that is called when this happens, so people can make a unit play a sound, dance, shoot, explode, fly, mutate, or whatever they want when they are clicked alot?Neuralize wrote:(+) Multiple sounds per unit, I believe Spring only supports one sound in the select and order catagory. (-) In addition, secret unit sounds occuring upon clicking the unit several times. I know, how dare I mention a feature of *craft, but you really can't refute how cool it is hearing your unit belt out poetry or a battlecry or even a sly joke.
How about something like this in scripts as well, regarding nanolathes:
Which would completely disable the nanolathe spray effect for that unit, and would display the unit under construction whole and not green-flashy for the entire build process. Then we could do "build up" animations from the unit scripts:
And so on. This would show the unit being "built up" instead of having a nanoframe etc. With some minor tweaking to add special effects (having pieces just appear like that would look odd, but I made the code simple to understand) it'd be quite nice for mods that don't depend on nano technology.
[edit] To be clear, that last part can already be done. We just need the nano particle and nanoframe disabling keyword.
Code: Select all
QueryNanoPiece(piecenum)
{
piecenum = NO_NANO;
}
Code: Select all
Create()
{
hide chassis;
hide turret;
hide barrel;
var asdf;
while(get BUILD_PERCENT_LEFT)
{
asdf=get BUILD_PERCENT_LEFT;
if(asdf < 100)
{
show chassis;
}
if(asdf < 50)
{
show turret;
}
if(asdf < 30)
{
show barrel;
}
sleep 1000;
}
}
[edit] To be clear, that last part can already be done. We just need the nano particle and nanoframe disabling keyword.
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- Posts: 578
- Joined: 19 Aug 2004, 17:38
Actually, tie the NO_NANO thing to the nano color value. Some specific value, like 0,1,2. Then it'll be available, and won't get in the way of scripters.
And the buildup animation, or lack of it, should be controlled by an FBI tag. For example, buildup=0/1, where 1 is the current 'nano outline' that is hardcoded, but uses the color of the nanolathe that builds it. 0 would be without the outline, just the building appearing on site and then its create script takes control. Another tag is important for any non-TA universe mods. "builddecay" would control the rate at which the building decays, and a value of 0 would allow the building to stay unfinished indefinitely, much like in all of the current RTS games.
And the buildup animation, or lack of it, should be controlled by an FBI tag. For example, buildup=0/1, where 1 is the current 'nano outline' that is hardcoded, but uses the color of the nanolathe that builds it. 0 would be without the outline, just the building appearing on site and then its create script takes control. Another tag is important for any non-TA universe mods. "builddecay" would control the rate at which the building decays, and a value of 0 would allow the building to stay unfinished indefinitely, much like in all of the current RTS games.
Actually I think it should all be in the unit fbi. How are you supposed to hand over an RGB value in a single value like that without limiting it, and thus having complaints ro requests for more colours, then the problem of having to remember which colour value goes with which colour.
Of course you should still have that sort of a system inplace should the script wish to use different colours for different things such as reclaiming ro ressurecting or repairing etc.....
Of course you should still have that sort of a system inplace should the script wish to use different colours for different things such as reclaiming ro ressurecting or repairing etc.....