Page 1 of 1
Broken Units as Features?
Posted: 12 Apr 2006, 20:56
by TorenT
I thought that I would be neat to simulate a long term conflict by having the map start with broken units around it. In addition to small units there would be a few "major" features. A good example would be like a dead Krogoth or something big like a LRPC at the center of the map. This would force players to choose to e-claim them for metal, save them to resurrect later, or destroy them with a good d-gun/bombardment. I thought this would add an element of strategy that isn't there with rock features. (Especially for large features because e-claiming them early on would "waste" most of the metal due to lack of storage). I thought it would give us something new to fight for control of. Is this even possible? What does everyone else think?
BTW: You would want to avoid having dead constructors/factories (unless as a "major" feature) to avoid giving players a whole new team worth of unit options.
Toren Tigris
Posted: 12 Apr 2006, 21:14
by Min3mat
green comet :)
Posted: 12 Apr 2006, 21:22
by Forboding Angel
Min3mat wrote:green comet :)
I'm hurt.
Divided Shores was the first with stuff like that in it (I believe).
Re: Broken Units as Features?
Posted: 12 Apr 2006, 21:45
by mongus
TorenT wrote:BTW: You would want to avoid having dead constructors/factories (unless as a "major" feature) to avoid giving players a whole new team worth of unit options.
Why not
Just put them on hot place like the middle, near the gollies.
Posted: 12 Apr 2006, 21:50
by Forboding Angel
features cannot be ressurected.
Posted: 12 Apr 2006, 22:48
by mongus
are you sure? i think its only about adding a tag to the feature description.. in the mod files.
Posted: 12 Apr 2006, 23:56
by Forboding Angel
YES... I'm sure. Units need cob's fbi's etc, features have none of these and it is impossible to give a feature any of this.
Posted: 13 Apr 2006, 00:50
by smoth
it was done first on some map I believe it was called scrap metal.. then later I worked with you to get them in your map.
mongus... the map would have to include the feature models and textures.. if those are not loaded then the map will not work.
-end
Posted: 13 Apr 2006, 01:17
by genblood
I remember that map ... Scrap-Metal ....
The first map I made with features ... not my best
but it was a stepping stone ...
Posted: 13 Apr 2006, 04:01
by mongus
Code: Select all
[corkrog_dead]
{
world=All Worlds;
description=Wreckage;
category=cor_corpses;
object=corkrog_dead;
featuredead=corkrog_heap;
footprintx=3;
footprintz=3;
height=20;
blocking=1;
hitdensity=100;
metal=23591;
damage=23934;
reclaimable=1;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
}
[corkrog_heap]
{
world=All Worlds;
description=Wreckage;
category=heaps;
object=3x3a;
footprintx=3;
footprintz=3;
height=4;
blocking=0;
hitdensity=100;
metal=11795;
damage=11967;
reclaimable=1;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
}
Sorry to insist... this is corekrog corpse.. it has no reference to the "parent" object in the tags.. but the
name.
So if feature is named like this.. (well it will replace previous object with that name and probably will resurrect the krog?)..
features in green comet, have a 1 before the old name, maybe removing that?
Posted: 13 Apr 2006, 06:55
by cyclerboy
i think that would be pretty sweet. you could get a krog with out building one. it would have to be hard though.
Posted: 13 Apr 2006, 07:15
by Forboding Angel
feel free to try but atm it's not possible
Mong, that is a tdf for the wreckage, half the stuff in there isn't really used, such as smudge, the parent, etc.
Features cannot be ressurected period. Request it as a feature. Or for that matter if you must prove me that I'm wrong, open a map with wreckage and attempt to ressurect it.
Posted: 13 Apr 2006, 07:17
by cyclerboy
atm was awsome for messing around
Posted: 13 Apr 2006, 07:23
by Forboding Angel
atm == at the moment
BTW I take that back, the parent is used for multi stage wreckage, see my tdfs for smoths palm trees for an example.
Posted: 13 Apr 2006, 08:22
by Maelstrom
While a good idea, a problem arises when this is played on different mods. If you have, say, a Bertha in the middle, what happens when you play the map with Nanoblobs? FF? WD? Not only would it be totally stupid, likely screw up balance and look odd, the mod wouldnt even have this unit, so the game would crash cause it cant find the right files!
However, if a map-specific unit was made, and included with the map, I can see no problems except for balance and asthetic ones.