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Unit questions
Posted: 05 Apr 2006, 01:17
by MrSpontaneous
Concidering there does not seam to be a place to ask about what kind of thngs are possible in spring right now, I guess I will make one

any case:
Is it possible to make an air unit a suicide attacker?
Also can anything besides torbedos befired underwater, and is it possible for weopons to originate in the water and launch out?
thanks
Posted: 05 Apr 2006, 01:36
by Delphi
well, i tried yesterday something...
Select a torpedoe submarine, press C, now controlling it. Fire at up. Wow, the torpedo is like a dolphin. It can go out water, but return. I thinked gravity, but, i saw the torpedoe can move as big as small distance... I dont know the fact...
Would be greater a underwater missile launch
Posted: 05 Apr 2006, 09:25
by FireCrack
Hmm, i think that spring has a way to change a weapon into another after a certian time has apssed, could that be used in conjunction with modifying the firepoints to shoot up?
Posted: 05 Apr 2006, 10:25
by paulicus 25
would it be possible to invent a unit than can customise itself... e.g. build a type of weapon turret onto itself e.g. a heavy track base which can build a heavy rocket launcher a cannon a laser turret or a nanoturret on top of itself. that would be quite cool.
Posted: 05 Apr 2006, 21:05
by zwzsg
I could make a tank that build some rocket turret on the ground, then once the rocket turret is done grab it and wear it like a hat, then the player could ask the tank to build a laser turret on the ground, and once it is done the tank would grab it and wear it like earing, and, depending on how the isairbase=1 works now, maybe those turrets could fire, but, that would be some ugly, glitch-filled, workarounds.
Posted: 05 Apr 2006, 21:41
by MrSpontaneous
On the subject of skripting. . .
is it possible to make a unit that automaticaly begins capturing the unit it is assigned to attack? would be very usful for a . . .unit. . .I have in mind.
in addition, is it possible to have a unit leave two corpses behind (at once)
and is it possible for units to count the number of a certain feature (corpse) in a location and respond based on the numbber.
Thanks for the information on subs and any future help
Posted: 05 Apr 2006, 23:33
by zwzsg
No, no, and no! Glad to be of help.

Posted: 06 Apr 2006, 00:09
by MrSpontaneous

sigh, oh well, (said meekishly) is it possible for a unit to only be able to build after it has reclaimed a certain number of features. . . and then only once, until it claims more features. . .
can stealth be turned off on a unit when it takes x amount of damage?
I know I am irritating but I am unlcear about the capabilities of spring and myself and my friend have some strange ideas for our mod.
thanks
Posted: 10 Apr 2006, 01:34
by MrSpontaneous
I call on the mighty power of bump to remind the world of my post and to attract people who will answer my quetions!
(please help me oh mighty bump)
Posted: 10 Apr 2006, 01:53
by Argh
is it possible for a unit to only be able to build after it has reclaimed a certain number of features. . . and then only once, until it claims more features. . .
No. And I do not see a way to accomplish that, that wouldn't amount to customizing the source code pretty extensively. Grab the source, start looking at how reclaim is coded, you'll see what I mean, I think.
can stealth be turned off on a unit when it takes x amount of damage?
No, but this is at least within the realm of the easily-attainable. It'd be (fairly) straightforward to add a couple of TDF tags- say, "StealthCanDegrade=1; StealthMaxDamage=500;" and then turn the Stealth attribute off, once this threshold was reached.
Personally, as a game designer, I am very dubious as to why you would want to have something with enough hitpoints that it mattered that Stealth turned on/off due to damage, but that's just me.
Posted: 10 Apr 2006, 01:55
by Min3mat
yeah i mean units recoever health for starters! and secondly units cannot cloak whilst being fired upon/ decloak when fired on
Posted: 10 Apr 2006, 02:27
by Argh
Units do not automatically regain health.
Posted: 10 Apr 2006, 05:20
by MrSpontaneous
stealth in reality is a very touchy thing, you have to have the right shape to avoid detection by radar, there for, the more damage you take, the more easily/likly you are to be detected by radar.
so if you could damage those stealth tanks raiding your base you might be able to get some of them on radar and track them so they can't suprise another part of your base till they get repaired.
Is there any external item that a unit can keep track of or can units only read their own health. . .?
thanks
Posted: 10 Apr 2006, 05:26
by Decimator
Uh, Argh? What rock have you been hiding under? Units most certainly do regain health.
Posted: 10 Apr 2006, 05:31
by Argh
Hmm. Thought that was only if AutoHeal was enabled. Will have to do a simple experiment to confirm that.
And if you want tanks to lose their stealthy natures if damaged... hrmm... ok... first off, real-world tanks are not at all stealthy. That aside... you could probably get them to be radar-jammers with teeny-tiny radii, and then have them shut their radar off if damaged, by using code stolen from the OTA solar collectors.
Posted: 10 Apr 2006, 05:32
by Decimator
That may be the case, but all units i've seen so far do it.
Posted: 10 Apr 2006, 05:34
by Argh
... that's because every unit in XTA (and I would assume AA, but I have not checked) has AutoHeal enabled. Which, personally, I find puzzling, since it's a very un-OTA-like thing to add to gameplay, but hey, it doesn't seem to bug players very much, not having to micro to heal things.
Posted: 10 Apr 2006, 06:03
by mongus
talking of autoheal Argh, did you check it? if so please report back to the bug tracker, so that gets attention and gets fixed.
Posted: 11 Apr 2006, 03:33
by zwzsg
MrSpontaneous wrote:can stealth be turned off on a unit when it takes x amount of damage?
Change stealth into very low radius jammer. Then use a script like:
StealthAndHealth()
{
while(1)
{
sleep 500;
if((get HEALTH)<75)
{set ACTIVATION to FALSE;}
if((get HEALTH)>=75)
{set ACTIVATION to TRUE;}
}
}
Create()
{
...
start-script StealthAndHealth();
}
No need for new FBI tags.
Posted: 11 Apr 2006, 03:47
by Argh

What zwzsg said. Thanks for posting the BOS code for that.