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Ampbious units and the transport widgets

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When setting a factory waypoint for your underwater factory, it causes units to wait until a transport transports it to its destination. The problem is, they will never get to their destination because they can't be picked up while underwater. Same for the embark command. Maybe you should make it so that for both cases, the unit will go to the nearest spot of land before waiting or disable it altogether when they are under water and force players to manually use move and embark shift queues.
+3 / -0


10 years ago
You can disable "Transport AI" widget and then use manual queues.
+0 / -0
10 years ago
I know that. I could do that anytime I wanted to. I'm just reporting a bug so it may be fixed. Broken things should be fixed in general so...
+5 / -0
I think it is possible to make air-transport trigger amphibious to float, so it can pick it up. But it can't drop unit on water surface, so its a problem.

Of course a quick fix is just to make transport_AI ignore underwater unit, so won't cause problem to amphib unit.
+1 / -0


10 years ago
Triggering float sounds uberkool. I guess non-floaters can be ignored when underwater.

Could a hack be arsed so that transports could land floaters on water in flotation mode? So then they submerge on their own.
+0 / -0

10 years ago
does newton work underwater (targeting unit from above water)? uncountable possibilities!
+0 / -0
10 years ago
mojjj. what does that have to do with this? Also, I don't think you could build Newtons underwater. I remember having to terraform a water platform just to get them in the middle of a sea.
+0 / -0
@someone64
some creativity please. you COULD enable transport, if equipped with newton beam, to lift units from under the sea to be transported, if the proposed thesis works or is going to be changed this way.
+0 / -0

10 years ago
That sounds like it would enable also dragging coms for easy napping, from land and from underwater.
+1 / -0
Though you might need more than 1 newton for the heavier units otherwise they will be pulled up slowly. It's also possible that the Newtons will smash the units they pull into the platform they stand on and you may have to manually mass target groups of units if you don't want to use the Newton's fire zone feature.
+0 / -0
10 years ago
Also, if you made it like a rope, they going to smash stuff when they move. Is not safe. Its a wrecking ball.
+1 / -0

10 years ago
As incredibly neat and nifty as a newton-based transport would be, the problem is that the Spring engine's transport-logic is pretty hard-coded and likely standard pick-up/drop-off air transports are all that's straightforward to implement.

And either way, I wouldn't overthink the exact mechanics of the tractor-beam if it's to be friendly-only. Perfectly realistic Newtonesque acceleration would be the first thing on the chopping block - make the target unit levitate magically if that's what provides good gameplay. It's only the offensive uses of such things that would require thinknig about this implement as a Newton or other physics-driven weapon. And that would probably screw up what little balance transports currently have.
+0 / -0
If we really want a UFO like transport beam we don't necessarily need Vindicator for it. We could have another gunship type unit that float above another unit and levitate it up, and when unit is close enough to the UFO: attach the unit to the transport (using unit script magic) and when you want to unload, detach and reverse the process.

ALSO,
Triggering amphib to float seems doable in Spring 91 (when transporting, it can call unit to surface using Script magic), but in future Spring this is really difficult (because of bias toward not allowing transport command for underwater unit).

When its so really hard to maintain compatibility with future Spring I think its easier to just tell the transport_AI widget to ignore underwater unit.
+0 / -1


10 years ago
quote:
because of bias toward not allowing transport command for underwater unit

But submarines can be transported in 95 with regular transports. Something else is amiss.
+0 / -0
I have reported 2 bug already (in Spring's bug report site), there're actually 3 bug but I don't know if I should report the 3rd, maybe Spring is just biased toward not giving underwater unit a lift and it will look silly if I report too many of same thing.

Here NLrankKloot fixed a transport doesn't want to pickup Amphib floating at sea:
http://springrts.com/mantis/view.php?id=4203
Here I report transport doesn't want to unload Hover at sea
http://springrts.com/mantis/view.php?id=4205
I don't know if I should report the 3th one: LOAD command is cancelled if you try to LOAD submerged amphib :/

Maybe someone could report the 3rd one? also its better if you include a request to allow UNLOAD of amphibious unit at sea, so we don't need a hax to unload unit (currently I'm thinking of droping the unit).

Maybe if I'm too demanding of fixing this all bug they going to think: "you-should-code-it-yourself" kind of thing...(lol). I never want that, seriously.
+0 / -0
10 years ago
First of all, I seem to be having bugs regarding floating amphibs never floating. I know it's unrelated but maybe it's because I'm doing something wrong. Also, due to that, they don't float when transports come to pick them up. Lastly, transports only seem to eject cargo buoys into the water automatically but not for other amphib units and they don't stop moving before ejecting, causing them to throw them.

Something completely unrelated; how do I get Spring to grab my cursor (not allow it to leave the window) in borderless window mode?
+0 / -0
PHrankSomeone64: Type /grabinput into the chatbox; or in-game, go to Settings->Interface->Mouse Cursor->Toggle Grab Input and bind a key there.

+0 / -0
10 years ago
UFO like transport is going to be a boss of kidnapping!
+1 / -0
PHrankSomeone64
No, the float button is not working in Spring 96, nothing you can do. But maybe will fix them to make it work again.

Okay, making transport stop before eject, and to include other non-floatable amphibs as list of ejectable unit sound like a good idea.
+0 / -0
10 years ago
It's not just that the amphib units don't have a float button, it's also that they don't automatically float, making buoys absolutely useless over the water.
+0 / -0
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