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Feature "GROW"

Posted: 24 Sep 2006, 10:31
by LathanStanley
I'd like to see some lines scripted for features with the GAIA player.. "given it has cheat abilities like an AI"..

that allow for a "grow" ability on features..

IE:

(featureXX.tdf)

willgrow=(0,1)
willgrownew=(0,1)
growrate=(X)
growvar=(%)
growsto=(featureYY.tdf)
growsnew=(featureZZ.tdf)
growdistance=(X)

what this does:
gives the ability for forests to "grow" tiberium to "grow" hell.. even grass! (if we need it to)

what each piece of code means:

willgrow=(0,1) // turns the grow ability on or off

willgrownew=(0,1) // will spawn new features around the current one

growrate=(X) // wait period in mins for each cycle (or ms or whatever the "time" unit is in the game)

growvar=(%) // % variance in the growrate (random) to keep the growing sensation form being seen as INSTANT

growsto=(featureYY.tdf) // the replacement feature that will replace the current one (even if its got a huge footprint! don't build factories in dense forests!)

growsnew=(featureZZ.tdf) // the ability for the feature to spawn NEW features with X footprint distance (random N/S/E/W) and the feature name for the new feature.

growdistance=(X) // distance in footprint units for new spawn



NOTE! when a unit "grows" it will randomize between growsnew and growsto if available at each interval..

example: Time is in mins

Code: Select all

Tree1.tdf = small single tree
Tree2.tdf = small tree / baby tree
Tree3.tdf = small cluster of trees (3 trees)
Tree4.tdf = medium cluster of trees (5 trees)
Tree5.tdf = largecluster of trees (7 trees)


[Tree1.tdf] 

     willgrow=1
     willgrownew=0
     growrate=9
     growvar=40
     growsto=Tree2.tdf
     growsnew=
     growdistance=

[Tree2.tdf] 

     willgrow=1
     willgrownew=0
     growrate=4
     growvar=30
     growsto=Tree3.tdf
     growsnew=
     growdistance=

[Tree3.tdf] 

     willgrow=1
     willgrownew=1
     growrate=6
     growvar=30
     growsto=Tree4.tdf
     growsnew=Tree1.tdf
     growdistance=4

[Tree4.tdf] 

     willgrow=1
     willgrownew=1
     growrate=8
     growvar=20
     growsto=Tree5.tdf
     growsnew=Tree1.tdf
     growdistance=5

[Tree5.tdf]

     willgrow=0
     willgrownew=1
     growrate=4
     growvar=45
     growsto=
     growsnew=Tree1.tdf
     growdistance=6
NOTE! each tdf still contains all the generic tdf infos for the models used etc.. :wink:

what do you guys think?? :-)



EDIT:

hell for the "growsto" and "growsnew" options, add an ability to put more than 1 feature there to grow more random

IE:

growsto=Tree2.tdf,Tree3.tdf
growsnew=Tree1.tdf,Tree2.tdf

EDIT2:

Considerations for code itself

1- .give command used maybe a new command?
2- overlapping features locations.. (is it possible to say NO and just restart the code and try after the next timer? without looking for a NEW spawn location) it would keep the trees in DENSE areas from getting TOO dense..
3- feature # caps?? umm.. defined by tdf? etc.

Posted: 24 Sep 2006, 12:29
by Weaver
In short yes!

Scripts for features!

Here are my thought for tree like things I been mulling over for a while,

Create a tree species, a basic perfect version of a tree, with multiple parts.

In the script get the coordinates of the tree in the game. (Suspect but don't know for sure if this is possible.) Use the coordinates as a seed :-) to create variance in each species for every tree on the map. By adjusting the angles a little the trees will look different to each other and could even sway in the wind.

With some growth and size tags it would be even better. How do you control max size with your tags?

Posted: 24 Sep 2006, 17:55
by Warlord Zsinj
How do you prevent trees popping up in the middle of units, or buildings?

Posted: 24 Sep 2006, 18:11
by Snipawolf
Give trees a hitsphere and crushstrength?

Posted: 24 Sep 2006, 18:41
by FizWizz
It could check for footprints the same way as it does for placing buildings.

Posted: 24 Sep 2006, 23:28
by Argh
Jelmer's new model formats may, indeed, allow for some new things to be possible. The scalar stuff is most promising, for example...

Posted: 25 Sep 2006, 15:07
by aGorm
Don't say it... they will come for you. Maawoohhaha.

The Tree Man

Posted: 25 Sep 2006, 17:19
by LathanStanley
I like the idea of them popping into buildings and units actually!

build a factory in the middle of an overgrown swap.. and it gets overgrown as well... lol...

you gotta KEEP the trees off the stuff when they grow fast... etc... :P

Posted: 25 Sep 2006, 18:02
by rattle
Reminds me of Tiberian Sun and the tiberium waste which would grow over your buildings and destroy them... actually a GrowOver tag should be in there to specify whether the feature can overgrow buildings and other features and what's happening to buildings... e.g. an armor/health modifier or amount of damage per tick, same for units...

Posted: 26 Sep 2006, 08:29
by redcoat
I would really like to see mappers be able to use this feature *before* the match starts: they could put down a tree or two in a few places, put in a seed for how long each should grow for, and then let it do its thing. That way, every match starts off with a randomly unique arrangement of forests. This oculd even be extrapolated to other possible objects in the game world....

Posted: 04 Oct 2006, 11:35
by LathanStanley
Any news on this idea getting implemented? denied? possible next version addition? or "eventually" addition?? :|

Posted: 04 Oct 2006, 11:44
by NOiZE
LathanStanley wrote:Any news on this idea getting implemented? denied? possible next version addition? or "eventually" addition?? :|
could get implented when someone writes the patch.

Posted: 05 Oct 2006, 02:40
by Neddie
I'll call the Super Friends.

Posted: 06 Oct 2006, 02:55
by bwansy
Is it even possible to spawn units out of features, or transform features into units? That is, e.g. a plant grow to certain level and then "POP!" becomes an alien creature? (But first the "Gaia race" has to be implemented.)

Posted: 06 Oct 2006, 08:48
by KDR_11k
No, spawning and transforming isn't possible.

Posted: 06 Oct 2006, 17:05
by LathanStanley
when you burn a feature, or kill it, or run it over, or whatever....

you can have it replaced by another one with the featuredead=XXX.tdf line in the features tdf file....

it replaces it with another feature...

maybe that can get someone thinking? :?

Posted: 10 Oct 2006, 05:41
by SpikedHelmet
Didn't someone make growing/spreading trees or something for TA?

Posted: 10 Oct 2006, 06:53
by LathanStanley
SpikedHelmet wrote:Didn't someone make growing/spreading trees or something for TA?
not that I know of...

they made "animated" trees though :wink:

Posted: 10 Oct 2006, 07:21
by ILMTitan
SpikedHelmet wrote:Didn't someone make growing/spreading trees or something for TA?
In a dark time long ago, it was discussed. *shudders* (not at the idea, but at the dark times).

Posted: 11 Oct 2006, 00:51
by IceXuick
i must say, im quite 'all-ears' to this growth thing. I this is possible, i think someone should write it, and make it work. I would surely use it in a new map! I wanted to design a tiberium map anyway!

+1