Fences - Units?

Fences - Units?

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qray
Posts: 377
Joined: 02 Feb 2009, 18:49

Fences - Units?

Post by qray »

Haven't had much time for spring in the last months :-(, and now I noticed that fences (dragon teeth etc.) seem to be handled as units. I saw it in one of my maps with a KOTH script, where fences in the zone now counted as units and kept the counter running. This was different in the past.

Has BA changed sth. there? Or does someone happen to know if there was a change in the engine?
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Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Re: Fences - Units?

Post by Floris »

I do know that Bluestone changed this for some particular reason.... but I dont know what it was anymore...
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qray
Posts: 377
Joined: 02 Feb 2009, 18:49

Re: Fences - Units?

Post by qray »

Ah, OK, thanks! Shows that I really haven't been here for a while if it was still Bluestone who did it :-)

Guess, I will have to update the koth scripts then...
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Fences - Units?

Post by Silentwings »

They were changed to be units to remove an age old hack.

BA used to forcibly make all enemy features (including wrecks, walls, etc) visible to all through a gadget, with the nasty consequence that LuaUI wouldn't recieve any feature related callins for enemy wrecks, even though these wrecks were fully visible. Now (meaning, as of several month ago) its done cleanly with modrules, LuaUI FeatureXXX callins work, and in essence BAs walls were always stationary units, anyway. I'm sorry it broke your mutator - I didn't expect any fallout.

I'm not sure what you use walls for in KOTH, but if you want truly feature-like walls you could
(1) spawn walls as units associated to gaia
(2) use the same model (iirc you're using a mutator here) and add a featuredef for it, then call Spring.SetFeatureAlwaysVisible yourself
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qray
Posts: 377
Joined: 02 Feb 2009, 18:49

Re: Fences - Units?

Post by qray »

Thanks for the extensive info and tips! :-)

The "problem" is not that the koth mutator uses fences/walls, but that the koth area counts as occupied as long as any unit of the currently occupying team is still in there.
Since it's comparably hard to remove fences/walls (except if you have a good control of the area and can suck them up with a builder), this potentially throws balance off, i.e. gives an advantage to the current occupier.

Luckily, the solution is not that complicated and just needs an additional if to ignore these unit types. In the back of my head, I anyway had for a while the idea, to look if I visually improve these maps a bit and re-release them.
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tacho
Posts: 37
Joined: 02 Feb 2008, 20:15

Re: Fences - Units?

Post by tacho »

To my mind considering DT as units makes a chance for a some kind of trickery. Enemy units attac them and do not take notice for more important/dangerous objects. With a large forces when you can not to aim each unit individually it have a matter.
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Fences - Units?

Post by Silentwings »

You can check http://imolarpg.dyndns.org/trac/balates ... _walls.lua or just play, and realize that your point was taken care of.
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