MegaGlest Forum
MegaGlest => Feature requests => Topic started by: Coldfusionstorm on 26 October 2011, 18:42:05
-
The thought is a skill/command that stores a unit for later exstraction.(Note im not intimate with the command VS skill differences).
The "-"command decides wich units are NOT allowed in. I chose this because the default behavior is to allow all units to get in.
if the attack command is "true" the units inside is allowed to attack behaving to thier normal unit behavior.
there is still the problem of WHERE the attack should come from. From wich points in the storage unit the attack should come from.
The Storage mechanism.
this allows another storage skill to empty the same bank of units. a bank can only be acessed by ONE skill at a time.
here is a example skill
<skill name="Tunnel">
<skill type="storage"/>
<allowed units>
<alow unit="-swordmand">
<can-attack="false">
<storage id="1">
Thats it. Please read it, and feedback id like to get these mechanism down so all we have to do is say to the devs, we like this please put it in and they can look at it and have a reasonable standpoint to code from.
-
It may be possible to port the feature over from GAE. The syntax is a lot cleaner too. :look:
-
I don't know of this in GAE, i looked at the Wiki
https://docs.megaglest.org/XML/Skills
Would you mind linking it?
-
I wouldn't be able to find it in the wiki, but it has been in GAE for a long time now: http://sourceforge.net/apps/trac/glestae/ticket/141
-
The wonderful wiki link: Transports (Loading / Unloading) (https://docs.megaglest.org/GAE/Transports)
I don't know of this in GAE, i looked at the Wiki
https://docs.megaglest.org/XML/Skills
And ironically, it's on that page too, as well as the commands XML page.
https://docs.megaglest.org/XML/Skills#Load
https://docs.megaglest.org/XML/Skills#Unload
https://docs.megaglest.org/XML/Commands#Load
https://docs.megaglest.org/XML/Commands#Unload
-
Sounds like its exactly what we need, im not sure if my implementation is better tho, the thing about GAE is that the devs would be able to see some actually code and then "just" adapt it.
Nice posting the XML's but my idea deals somewhat with HOW its done, and by storing units this way you can ALSO have tunnels additions to all the other stuff.
-
I say use or adapt the existing GAE code, there is no need to reinvent the wheel on this one and it helps modders when things are common across engines :)
-
I say use or adapt the existing GAE code, there is no need to reinvent the wheel on this one and it helps modders when things are common across engines :)
This. :thumbup:
Do we really want to get into this kind of discussion again?
-
I don't think the code above for patrol, load, unload, etc has been ported over to MG yet.
I just did a type of bunker implementation in this data commit (https://github.com/zetaglest/elves-testing/commit/cd84a6752efbeb987b2fb8f0c041ec9470528a52) on the elves mod.
It will store 4 archers.
-
Storing units would be great! I remember Warcraft 3 had moving units which could be loaded into moving units, so cool!
Andy does it mean that to use such bunker we need to wait to have loading to be ported to MG?
-
Storing units would be great! I remember Warcraft 3 had moving units which could be loaded into moving units, so cool!
Andy does it mean that to use such bunker we need to wait to have loading to be ported to MG?
The lore_house/bunker is implemented in elves_A4. Units can't be loaded or unloaded. Up to 4 units can be produced and stored in the lore house but they can't ever leave until the lore house is destroyed.
This thread is a very old feature request so I doubt that true bunker implementation will be ported to MG.
-
Yes it is from 2011...But then again, water units were an old request too, and they were implemented in a MG fork...I still hope MG's AI can be improved to make it use water units ad finally port them to MG. So maybe store units will happen too..