TDF TAG REQUEST: NOBUMP

TDF TAG REQUEST: NOBUMP

Requests for features in the spring code.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

TDF TAG REQUEST: NOBUMP

Post by smoth »

Let's face it guys, units getting bumped then breaking formation bumping others and turning our formations into disarray is quite anoying.

So I want to put out a request, I would like a tag: NOBUMP.

When a unit is set to no bump another unit when moving would NOT move the other unit. I know this may take some work as the unit that is trying to move through the ranks would have to path around but I wanted to toss this out there anyway.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

+Infiniteh!

Seriously, this is what I would like to see... BTW, did you know if you put repeat on they actually do get in place right...
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smoth
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Post by smoth »

thier facing might not be correct though. which is important in gundam.
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Snipawolf
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Post by Snipawolf »

Which shall be important in my mod also... :shock:
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KDR_11k
Game Developer
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Post by KDR_11k »

Gundam isn't the only mod where facing is important, ideally rightclick+drag would also tell them to make sure they face the formation's direction when going into the formation.
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smoth
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Post by smoth »

Oh, I know, dozers can use it as well. I simply wanted to show that I would of course have a use for such a feature.
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Zpock
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Joined: 16 Sep 2004, 23:20

Post by Zpock »

+1
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: TDF TAG REQUEST: NOBUMP

Post by zwzsg »

Do units with massive mass still get bumped?
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KDR_11k
Game Developer
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Post by KDR_11k »

Mass has other effects, too.
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

I'm working on some of the collision code right now. A big problem is that units will move each other to the edge of their collision spheres when skidding. This can be a problem because ground unit collision spheres can extend beyond their footprint, and therefore intersect. Additionally, I'm going to make it such that a collision only occurs if units are moving toward each other, and their collision spheres intersect. It was previously just the latter. Testing with a tightly packed group of Mavericks and getting one to skid produces only superficial damage (~20-50).
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smoth
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Post by smoth »

could you look into a tag to remove damage on bump collision while you are looking at?

The allies running into each other and hurting each other can get anoying as well.
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

I'm testing adding a MinCollisionSpeed tag, which will cause collisions with lower speed to not damage the unit. Perhaps I could add to it so that a negative value would prevent damage at any speed. Otherwise, you could set it really high and it would only be hurt by a truly catastrophic collision.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Construction units like to get stuck on the collisonspheres of other units when moving into position to nanolathe. This is also extremely annoying.
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

ILMTitan wrote:I'm testing adding a MinCollisionSpeed tag, which will cause collisions with lower speed to not damage the unit. Perhaps I could add to it so that a negative value would prevent damage at any speed. Otherwise, you could set it really high and it would only be hurt by a truly catastrophic collision.
So are you basically creating a pecking order from the MinCollisionSpeed tag?
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