hey, sorry for the double post, but i just got an idea that is completely unrelated to the topic at hand (the ADS turret)
ok, here's my question: is it possible to make a scenario follow an algorithm as well as never have an end? why do i ask? because i think an interesting minigame scenario that could be made is the RTS version of CoD:Zombies. since we talked about zombies as neutral creeps, it would be cool to give them their own game. so, the idea is that you have a "castle" in the middle of the map (that has some turrets attached to it), and it's your job to protect it from limitless hordes of zombies that get stronger with every wave (both in HP and attack power). now, if we could get a counter of some sort to count how many waves youve survived would make things interesting.
Yes it is possible, using a for loop where we increase the number of zombies each time, continuing forever.
We start with one zombie, and each wave, make 2 more. We can remember this wave number as a variable, and set the display text to "wave x" (slight problem, as pointed out before, is that there's no way to pass a variable to be a display text unless it exists in the language file! Help me bug Silnarm to let us bypass this! I mean, to get out of this mess in a scenario that used a timer, I had a very, very long language file that listed every time (in second increments) from 20:00 to 0:00. That's 60 * 20 = 1200 lines just for the time. Naturally, I didn't type it out, but had to go WAY out of my way to create a simple javascript file that would create this language file. As a result, despite their only being one language (and unlikely to ever be any others, even though GAE is translatable, there aren't even any major mods in foreign languages anyway) and the only thing being translated was a number, there was a lot more work to make that ... work.
At any rate, when all the zombies in that wave are dead, it increases our variable, and thus increases the number of zombies spawned. The only problem I can think of is that zombies aren't spawned "randomly", but would have to be from one place. I could do some more math though to have them spawn a bit more spread out (eg, we perform a calculation to see if there will be more than 10 zombies (wave 5+), and if so, we put one third of them spawning here, one third here, and everything left here. This would have no end, and when the player is defeated, they will be told what wave they made up to (another place where we need non-translated output, in this case, the output is not a number, but full text). We may also be able to keep track of the number of kills the player does and tell them that too.
In fact, I may even implement a hidden, scenario-only zombie in the UNATF faction solely to allow this kind of scenario, but only if bypassing the language translation becomes available. I did request such a feature before, but it was denied. Understandably, we should be supporting and encouraging translation, but there's no way to include a mixture of translated and non-translated stuff (that would actually be the best way to go, since we could pass everything but the variable(s) through the translator, but it would also be the hardest to implement by far). Still, at least give us the ability to bypass the translation, because otherwise we won't even have scenarios that depend on outputting variable factors (unless I plan to create another 1000 line language file). Be sure to bug Silnarm when you see him on the IRC
.
As for making the zombies stronger, it could replace them with a new kind in the later waves, though the simple growth of numbers may be enough.
Related to the ADS, now, I think we need some compromise here. Should it or should it not affect vehicles. Reasons for effecting vehicles is to make it more powerful and useful, reasons not to is to balance it out, keep it from becoming overpowered, and ensure that even if "spam built", they don't become impossible to breach. My fear is that combining anti-air weaponry with the ADS, you could have a far overpowered defense that would be ridiculously difficult to counter. The ADS could keep the infantry completely at bay, and the vehicles weakened enough for even a small number of soldiers (or other defensive structures) to take out. The ADS would then only be weak to aerial units, something the anti-air weaponry would easily take out.
That's just my take, I'm willing to hear yours before
we decide how the ADS should work in the final game, bearing in mind CPU habits, balance, and even a slight touch of thought to the future Cult.
I'll be away a bit, so progress will be slowed further, but I'll hopefully be able to get onto the boards, still. As well, this topic just hit more than 1000 posts!