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Archives (read only) => Glest Advanced Engine => Feature requests => Topic started by: Zoythrus on 24 March 2010, 03:27:00

Title: Turrets and independent weapons
Post by: Zoythrus on 24 March 2010, 03:27:00
this idea popped into my head recently, lets give the units the ability to have independent weapons (this would allow the units to attack more than one enemy at a time)

this is how i can see it happening - we modify the pet system.

the independent weapon would be an auto-summoned pet of the main unit that can not fully die.

lets take for example a tank with a cannon and a machine gun on the top: the cannon is the main unit's weapon, and the MG is an attached pet of the parent unit (the tank). this gun will follow the tank (and stay in place, perhaps with some xyz offset magic), and will also take damage (and can even be destroyed, but would just stay at 0 hp, not fully die). if the parent (tank) is repaired to a certain point, the MG would be "revived" as well.  the only way to kill the Mg would be to kill the tank. I hope that this makes sense to you guys, and i hope that it can be implemented.
Title: Re: independent weapons
Post by: ElimiNator on 24 March 2010, 04:38:23
Yes, it makes sense and it sounds cool, I hope it will be implemented too but there is a lot of stuff going on right now (For mega-glest) that is more important.
Title: Re: independent weapons
Post by: John.d.h on 24 March 2010, 04:57:01
Yes, it makes sense and it sounds cool, I hope it will be implemented too but there is a lot of stuff going on right now (For mega-glest) that is more important.
Yeah, well notice which board you're on.  It's not Mega-anything. ::)
Title: Re: independent weapons
Post by: ultifd on 24 March 2010, 06:04:14
Yeah Elim, don't go off topic...  :|  ::)

Anyways, cool idea, but isn't everyone that was working on GAE pretty much "busy" now? I mean, besides a few people...
Wow, kinda like the Glest Team.  :|

Ideas, ideas, ideas.  :thumbup:
Title: Re: independent weapons
Post by: -Archmage- on 24 March 2010, 12:39:06
THe Glest team are all doing the things that they do..... ::)

So they are busy...... :P

Kinda interesting idea.......but I couldn't tell you when anyone's going to implement it.
Title: Re: independent weapons
Post by: Zoythrus on 24 March 2010, 13:45:36
well, is there any possible way for it to happen?
Title: Re: independent weapons
Post by: silnarm on 24 March 2010, 14:27:16
One of the numerous things I've been mulling over of recent is turrets, which can rotate independent of the entire model, requested by me5. I thought I was going to have to hack the G3D format to do this... but this little idea of yours can neatly solve that problem too, and without having to change any file formats.

So, yes, there is a possible way for it to happen ;)
Title: Re: independent weapons
Post by: Zoythrus on 24 March 2010, 14:54:30
so, yay! i've solved all our problems (this idea needs to be standard for both GAE and Megaglest, it's so important)
Title: Re: independent weapons
Post by: titi on 24 March 2010, 15:01:05
I already thought about something similar too. I thought about a unit that has a attack command which spawns other dumb units, some kind of projectile units. This should be a special form of a unit which cannot be controlled ( maybe you can give them an attack command but nothing else ) and doesn't live very long. Its not a normal unit, but its technically a unit .  These projectile units only have "attack" in mind and attack everyone who is next to them. In ut2004 there are these living spider mines which behave a bit like I want it :) .

With this we can easily have very funny weapons like rockets which follow the enemy, or big bosses spawning little battle drones instead of firering shots. And the best of all, I think The AI will know how to use them!
Title: Re: independent weapons
Post by: ElimiNator on 24 March 2010, 15:50:06
Sounds realy good,  :D
Title: Re: independent weapons
Post by: -Archmage- on 24 March 2010, 16:31:40
AWESOME!!! :o :o :o
Title: Re: independent weapons
Post by: jda on 24 March 2010, 18:16:34
I already thought about something similar too. I thought about a unit that has a attack command which spawns other dumb units, some kind of projectile units. This should be a special form of a unit which cannot be controlled ( maybe you can give them an attack command but nothing else ) and doesn't live very long. Its not a normal unit, but its technically a unit .  These projectile units only have "attack" in mind and attack everyone who is next to them. In ut2004 there are these living spider mines which behave a bit like I want it :) .

With this we can easily have very funny weapons like rockets which follow the enemy, or big bosses spawning little battle drones instead of firering shots. And the best of all, I think The AI will know how to use them!

Erm... that sounds like something you could do with GAE's pets... specially if you implemented this idea of Zoythrus along...
Are you just like saying or ... do you really want to do that in a way different than GAE does?... I mean, why should both engines acomplish the same thing with different tools?  :-\

Anyways, cool idea, but isn't everyone that was working on GAE pretty much "busy" now? I mean, besides a few people...
Erm, silnarm is "around". So is Yggdrasil. zombiepirate's getting the taste of it. Titi and softcoder themselves have contributed recently.
How many you've got working on megaglest? Titi and softcoder...?

Really, guys, cool it... I don't think GAE is anywhere close to dead, halted or anything like that. :P

Have you guys looked at GAE's tickets on sourceforge? Do take a look to get an idea of everything that is being worked on / planned to be worked on. :)
Title: Re: independent weapons
Post by: Zoythrus on 24 March 2010, 20:54:09
i personally think that the pet concept has a lot of uses, it is quite powerful, but it seems that no one talks about it.
Title: Re: independent weapons
Post by: jda on 24 March 2010, 21:42:09
i personally think that the pet concept has a lot of uses, it is quite powerful, but it seems that no one talks about it.
"parapets": https://forum.megaglest.org/index.php?topic=3229.msg22665;topicseen#msg22665
Four Path Magitech: https://forum.megaglest.org/index.php?topic=3292.msg18667;topicseen#msg18667
FPM concept art: https://forum.megaglest.org/index.php?topic=3908.msg19065;topicseen#msg19065
Olive plants as pets!: https://forum.megaglest.org/index.php?topic=3567.msg16421;topicseen#msg16421
Pets automatically created with its parent?: https://forum.megaglest.org/index.php?topic=4763.msg33944;topicseen#msg33944
Glestimals and pets: https://forum.megaglest.org/index.php?topic=3440.msg20525;topicseen#msg20525
Reference to... some reference! ;): https://forum.megaglest.org/index.php?topic=4077.msg31533;topicseen#msg31533
Title: Re: independent weapons
Post by: ultifd on 24 March 2010, 23:21:11
Anyways, cool idea, but isn't everyone that was working on GAE pretty much "busy" now? I mean, besides a few people...
Erm, silnarm is "around". So is Yggdrasil. zombiepirate's getting the taste of it. Titi and softcoder themselves have contributed recently.
How many you've got working on megaglest? Titi and softcoder...?

Really, guys, cool it... I don't think GAE is anywhere close to dead, halted or anything like that. :P

Have you guys looked at GAE's tickets on sourceforge? Do take a look to get an idea of everything that is being worked on / planned to be worked on. :)
Yeah, but the difference is that megaglest is being worked/updated faster...  :|
Even though GAE has "better" features...  ::)

Overall...
Man, if Original Glest had these features and the stuff that megaglest has, I bet more people would actually try out Glest...
 :thumbup:  :bomb:
Title: Re: independent weapons
Post by: Zoythrus on 24 March 2010, 23:22:56
then why isnt vanilla glest just dropped? if it has no support, no one plays it, and it is outdated; why do we still have it?  Megaglest and GAE should fully replace the original.
Title: Re: independent weapons
Post by: ultifd on 24 March 2010, 23:27:13
then why isnt vanilla glest just dropped? if it has no support, no one plays it, and it is outdated; why do we still have it?  Megaglest and GAE should fully replace the original.
Well it doesn't matter if we "drop" it or whatever ...
It matters as people don't really see megaglest, or GAE first. So then people think less...of...  :|
Then again, the Original Glest Team would have to update it and since...they are...well...busy.  ::)

But we're going off topic so we should stop.  :|
Or not.
Title: Re: independent weapons
Post by: Zoythrus on 25 March 2010, 22:48:18
will we see this idea in the next GAE release?
Title: Re: independent weapons
Post by: ultifd on 26 March 2010, 02:22:52
will we see this idea in the next GAE release?
Probably not soon. Is this going to be implemented anyways? No person from the GAE team said anything...  Nevermind. ::) But this is a good idea.
Title: Re: independent weapons
Post by: Zoythrus on 26 March 2010, 02:27:51
if this was implemented, do you think that the pet weapons would be able to attack enemy units even though the main unit is moving? (the pets are technically not moving...so i think that they would be able to)
Title: Re: independent weapons
Post by: zombiepirate on 26 March 2010, 04:01:40
if this was implemented, do you think that the pet weapons would be able to attack enemy units even though the main unit is moving? (the pets are technically not moving...so i think that they would be able to)

That would add an interesting new dynamic to the game... Fast units attacking while running at the same time. I've used micro management before to get close to the same effect in games like AOE, but the units (horse archers usually) still have to stop and attack before moving on. It would certainly make "higher level" tactics much easier when "low level" tactics don't need to be used as much.
Title: Re: independent weapons
Post by: Zoythrus on 26 March 2010, 04:05:16
this would be a handy feature, i want to make a battle fortress (uber base defense) that can attack 5 or more targets at once.

also, attacking on the fly would be nice too, for a tank with a cannon and two side guns...(it would open a new realm of unit making)
Title: Re: independent weapons
Post by: ElimiNator on 26 March 2010, 04:59:52
Yes, and a pirate could slash with his cutlass and shoot!
Title: Re: independent weapons
Post by: silnarm on 26 March 2010, 07:25:48
if this was implemented, do you think that the pet weapons would be able to attack enemy units even though the main unit is moving? (the pets are technically not moving...so i think that they would be able to)

This would be very nice, and maybe could be possible, but not in the 'first iteration' of implementation, this raises quite a few issues with particle offsets & rotations and the particle path calculation. So while it would be nice, it might be best to just get it working first on 'static' units (buildings) and then move on and try to deal with the problems that moving units will introduce.

will we see this idea in the next GAE release?

A "next GAE release" may never happen.  :-X
Title: Re: independent weapons
Post by: Zoythrus on 26 March 2010, 13:49:40
will we see this idea in the next GAE release?

A "next GAE release" may never happen.  :-X
[/quote]

ok then, howabout MG?
Title: Re: independent weapons
Post by: silnarm on 27 March 2010, 05:11:06
ok then, howabout MG?

Not in the next release, no. Almost certainly not in the one after that either, but maybe in the one following that.
Title: Re: independent weapons
Post by: Zoythrus on 10 April 2010, 14:53:09
not trying to bump my idea...but would this actually be implemented? (or just tosses away and forgotten in a sea of new threads?)
Title: Re: independent weapons
Post by: silnarm on 13 April 2010, 08:40:24
Yes, it's an idea with excellent potential to let all sorts of cool stuff be done, but it will not be done overnight.  I've had a look at the code of what constitutes the current pet system, and it needs to some attention.

I created a ticket for it a couple of weeks ago, so that it doesn't get lost or forgotten in a sea of new threads (that's why I like tickets).
#84 symbiotic pets (http://sourceforge.net/apps/trac/glestae/ticket/84)

Cheers.
Title: Re: independent weapons
Post by: John.d.h on 29 August 2010, 19:12:31
Resurrecting this topic because of new discussion: https://forum.megaglest.org/index.php?topic=5796.0

I'm mostly just trying to shift some of the discussion over here because GAE already has a lot of the framework in place that would be necessary for something like this (like pets and effects, and pets applying effects and emanations to their master, etc.) whereas Megaglest currently does not (to the best of my knowledge).
Title: Re: independent weapons
Post by: silnarm on 1 September 2010, 02:29:14
  Thanks John, while I think things like effects and emanations might make it more interesting in terms what you could do, the basics need to be sorted out, offset & rotation from parent unit, rotational limits, possible FoV blocking (from the parent unit) and of course how to squeeze it all into the engines update process.

  Not rocket science, but someone needs to sit down and do the math, and then turn it into C++ ... I'm happy to do it, but it's on a list, and all I can say is I'll get to it when I get to it :P

  It wont be in 0.3, but is on the list for the next major release (0.4) [We've had a change in versioning policy btw, after 0.3 any 0.3.?'s will be bug-fix releases only, so once 0.3 is out, 0.4 will be getting worked on]

Cheers.
Title: Turrets (Sir Modman Style Again)
Post by: modman on 3 September 2010, 07:24:29
I'm not trying to spam the forums or anything with my turret idea, but I posted it in MegaGlest Feature Requests, but honestly it would be great if either engine could support turrets.  In the MGFR topic (https://forum.megaglest.org/index.php?topic=5796.0), some people had some additional features (like changing the axis of rotation), but to me those are all auxiliary.  The following is just C&P'd from the other topic, but I don't think GAE people necessarily saw it and I was hoping this idea would influence GAE too.

. . .

Clearly I am not the first to propose turrets in Glest.  In fact, I don't really care which engine implements them; I just want them!  Now, the way I think they can be implemented is simpler, in my opinion.

In my proposed system, each unit could have a turret on it.  It would make the most sense for buildings, though, of course.  In my system, the turret is independent of the building.  But first, let me define my terms:

Building The bottom unit which does not turn.  We can already make these!
Turret The unit placed on top of the building, which turns.

So each building can have a turret added relatively easily.  I think that this feature should be implemented because it has been requested multiple times.  I think my system is superior because the turret is totally independent of the building files.  It is therefore very simple to add/remove the turret, and is simple as well.  The file would look as follows.  Below (file names were chosen capriciously), building.xml is the building *.xml file, turret.xml is the turret *.xml file, building.g3d is the building model, and turret.g3d is the turret model.  Each also have their respective textures.

Code: [Select]
\building
   \images
        building_icon.bmp
   \models
        building.g3d
        turret.g3d
        building_texture.tga
        turret_texture.tga
    building.xml
    turret.xml

Building.xml is a normal *.xml file for a building.  But it should have a special line in it to tell the engine how to find the turret.  It could be as simple as follows:

Code: [Select]
<turrets="true" file="turret.xml">
Then the engine would know to look in turret.xml, which would have additional info, like the following:

Code: [Select]
<model="true" file="models/turret.g3d"/>
<height="##.##"/>
<rotation_speed>4</rotation_speed>
etc.

If the turret attacks, it is the building.xml which will define it, but the angle which the attack comes from should match up with the angle the turret is turned to.  The height is the cool thing in my system; you will place the turret model on top of the building model, and change the height value so it looks right.
Title: Re: Turrets and independent weapons
Post by: John.d.h on 3 September 2010, 08:05:52
@Modman: Merged with the older topic about the same thing, for sake of cohesion.