Auras

Auras

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.

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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Auras

Post by Runecrafter »

Guessmyname wrote:
Infantry ambulance thing and Metal Refinery thing - just port those aura things from TA:K and add some more bonuses... (in TA:K units can have auras that give more armour or health or weapon damage to friendly units, or damage enemy units. Not sure about the weapon damage one though, but definately the health. For the refinery, you'd give it an aura that upped the extraction rates on all mexes in the arua radius. My suggestion is to use -1 as the value for "this aura effects everything on the map" instead of just a huge radius

Would someone be so kind as to create a post on how to add Auras into a mod for TASpring and what things that the Auras can do. That will help alot of mod makers by giving them extra tools to work with and add more diversity to the many mods currently out there. 8)
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

You can't yet. The auras thing was in TA:K. I was suggesting using that method to implement auras in the Spring engine
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Runecrafter
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Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

ohh :cry:
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I can script, no, I have scripted, auras that gives weapons and armor bonus. It was for TA but the same code would work in Spring. Just the team detection would have to be changed since in TA I just used the ID range to determine team, since in TA each player has a reserverd unit ID range for his unit, while in Spring each time use a common pool for unit it. However my auras only change armor and weapon, they can't heal friendly nor damage enemies. It may be worth investigating the use of exploding-at-birth, large-area-of-effect, negative-damage, long-burst weapon to simulate healing aura.

Here's two units, with models stolen from TAAN and Leghault Knight, that I scripted so the tank gets an armor boost, and a better weapon, when it's near the globe. As I said, there're currently TA units, and a bit of adaptation may be required to turn them into Spring units, especially with the "team check", and also because UNIT_HEIGHT aren't the same in Spring. But they work very well in TA, and will show how to do it:
http://www.tauniverse.com/forum/attachm ... ntid=14996

So far the only things I can upgrade are:
- The weapon, I can make the unit stop firing some weapon and allow firing some other weapons
- The look
- The radar, jammer, and everything else tied to the activation
- The apparent health, by using a damagemodifier
- Basically everything script controlled, such as turret turnrate, transportation, ...

Things like the way the unit move, I cannot change in any way.
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