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MTR ( ? ): Bridge unit!
Posted: 19 Jul 2006, 06:35
by Charlemagne
In old TA someone had made a (very buggy and laggy) bridge unit. Now we have spring, but no bridge units (or buildings).
So, now I ask thee, modders and developers, is such a thing possible? Making a unit with a large, flat surface on it that other units could walk over and use as a bridge for crossing water?
Posted: 19 Jul 2006, 06:38
by esteroth12
perhaps indirectly, as a unit that loaded other units, then unloaded them on the other side... make it have move speed of 0 (unless its a mobile bridge!

), i guess...
can structures be transports?
Posted: 19 Jul 2006, 07:48
by Gnomre
That's uhh... exactly what the OTA one did.
It's a pretty crappy non-intuitive design, really... it'd be better if the engine could just support it natively.
Posted: 19 Jul 2006, 07:52
by Johns_Volition
one day, son, one day.
Anyway, am I right to assume that the current pathing system would never ever ever be able to support something like this?
Oh and if it ever comes onto any devs todo list, dont forget to make them destructable and reconstructable (like c&c)
Posted: 19 Jul 2006, 09:37
by Min3mat
passage over sea with 60 odd hardness
restore to uh restore the bridge
sure boats can go under. but they normally can't in other RTS games =)
Posted: 19 Jul 2006, 19:58
by esteroth12
Gnome wrote:That's uhh... exactly what the OTA one did.
It's a pretty crappy non-intuitive design, really... it'd be better if the engine could just support it natively.
...
well i didn't know about the OTA bridge
JohnsV wrote:Oh and if it ever comes onto any devs todo list, dont forget to make them destructable and reconstructable (like c&c)
if we ever get bridges/roads, we need this...
Posted: 19 Jul 2006, 20:54
by Drone_Fragger
*cough* huge swarms of air transports ith repeat orders *cough*
Posted: 19 Jul 2006, 21:38
by Erom
Drone_Fragger wrote:*cough* huge swarms of air transports ith repeat orders *cough*
*cough* thanks everyone knew that it would still be nice to have this feature *cough*
Posted: 19 Jul 2006, 21:40
by Drone_Fragger
Erom wrote:Drone_Fragger wrote:*cough* huge swarms of air transports ith repeat orders *cough*
*cough* thanks everyone knew that it would still be nice to have this feature *cough*
*cough*I think it doesn't work because spring changes some varible it needs and it can't be fixed because I think Zwszg tried to fix it but failed *cough*
Posted: 19 Jul 2006, 21:42
by smoth
Drone_Fragger wrote:*cough* huge swarms of air transports ith repeat orders *cough*
and they have traffic jams.............. and they begin to suck knob.
Posted: 20 Jul 2006, 02:16
by BlackLiger
we need to make features able to be used to gain height etc....
Would be good for making maps where you go UP a massive feature and then down the other side to get to the enemy, or you COULD try to reclaim it, but that could take AGES!
Posted: 20 Jul 2006, 05:50
by Lolsquad_Steven
Maybe you could puts all your boats close together and the kbots could walk over them.
Posted: 21 Jul 2006, 06:05
by dogthinker
Two words: Dirt Bomb.
Would it be plausible to make a weapon that instead of cratering, had the reverse affect of 'mounding'?
Then you could just design a unit/emplacement that fired a weapon that used this ability to raise the land over the water level... Some sort of slow firing, short range building, with high energy consumption would probably work best (high consumption to try to minimise the potential for abuse.)
Posted: 21 Jul 2006, 06:35
by Charlemagne
Or we could make constructors abel to raise land again, and not just restore it.
Posted: 21 Jul 2006, 10:51
by Lolsquad_Steven
Or we could use those transports.
Posted: 21 Jul 2006, 10:58
by Neddie
Transports in AA
Hover: IN!
Sea: OUT!
L1 Air: Micro!
L2 Air: Expensive!
Transports in SWTA
Air: IN!
Land: IN!
Transports in EE
For GD?: IN!
For URC?: One ship, and OUT!