cruisealt and buildings

cruisealt and buildings

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Guessmyname
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Joined: 28 Apr 2005, 21:07

cruisealt and buildings

Post by Guessmyname »

Could cruisealt (or whatever it is that controls how high up aircraft fly) be made to work with buildings, so that we space-modders can have airial structures?
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Eaglebird
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Post by Eaglebird »

Why not just make the base of a build far below a plant or whatever, rather than right beneath it?
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FolCan
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Post by FolCan »

would units still be able to move under the building? if its up in the air
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Eaglebird
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Post by Eaglebird »

FolCan wrote:would units still be able to move under the building? if its up in the air
Assuming it's a space game I figure they wouldn't need to.
Theotherguy
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Post by Theotherguy »

something tells me it would screw with pathfinding
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knorke
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Post by knorke »

Nanoblobs has "floating factories."
Pathfinding was ok, but I think you had to click on the groundplate to select them or something..
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Neddie
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Post by Neddie »

I now want a flying Amphibious complex that drops submarines through the air into the water.
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Pxtl
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Post by Pxtl »

FolCan wrote:would units still be able to move under the building? if its up in the air
Well, you could alter the yardmap to make parts of the building passable to units, but I don't know what sideffects it would have to have a building that was 100% passable.
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Guessmyname
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Post by Guessmyname »

If it's in the air, then can't collision detection just work like aircraft?
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Caydr
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Post by Caydr »

Not likely. If you get talking to the devs they'll make your head spin with all the complexity...
Sean Mirrsen
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Post by Sean Mirrsen »

The only "complex" part of making a unit produce units like a factory would, is that any orders the factory takes are passed down to the units, it dosn't execute them itself. So it would be impossible to tell a mobile factory to move, or attack, or anything. As well, the TA-ish structure of the game, with the groundplates, yardmaps, etc, would make it troublesome if the factory, for example, would turn when a unit was exiting it.
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