Author Topic: Could Glest have units fly through the air if hit by a heavy weapon(catapult etc  (Read 1341 times)

wyvern

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This is what my idea is, say a swordman is attacked by a behemoth, when the behemoth hits the swordman, he flies through the air and gets massive damage done and is temporarily stunned as he gets up and picks up his sword and shield, such a feature would not work on a battle machine though because its too large, so it would be a feature where units that are larger then others(the behemoth vs swordman) can send them flying so cavalry could trample infantry but be sent flying by catapults in turn, my description is kinda vague so if you want more clarity please tell me, I also had an idea where if the a units weapon affects its damage to a certain unit, for example the pike damages cavalry with extreme hp loss and unless the horseman has better range, he cannot attack from the front. this would be an interesting feature especially if incorporated for persians where the elephant could trample all but be weak against fire and pikemen.

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1- This question has been asked MANY times.
2- That would require implementation of a powerful physics engine and a lot of very complex engine features.
3- That would be awesome!
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ElimiNator

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OK:

1 It has been asked before (Not a surprise?)
2 Yah, ether a physics engine or a new anim for evry unit.
3 You could have it so it only dose it to size 1 cell map.
4 It would be cool!

Edit: sory for the re-say...
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2 Yah, ether a physics engine or a new anim for evry unit.

You'll need a physics engine, if you have it displayed realistically the body will go flying a ways, if there is much of a terrain change you'll either have a guy floating(over water maybe), or stuck deep within a hill. Having him get up and walk out of the hill would be pretty dumb looking. :P



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Edit: sory for the re-say...

I don't mind.
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ElimiNator

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NO, the guy would realy only go back like 5 cells so if it hit water or trees it would go side ways. The anim would just make it look like its in the air.
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wciow

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2- That would require implementation of a powerful physics engine and a lot of very complex engine features.

Not true, at a basic level it would just require forcing a unit to move x cells whilst playing a certain animation. This is pretty much how it was done in all games prior to modern physics.

Daniel.Santos took a stab at this in the early days of GAE, but as usual it was rather over ambitious and involved having multiple models (swords,shields etc) ramdomly flying in different directions, a kind of crude physics really.
« Last Edit: 2 June 2010, 07:43:58 by wciow »
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Gabbe

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PhysX nVidia technology is as far as i know open source, but thats only to promote their GFX cards...so the PhysX will only work for nVidia cards...oh well, im going to buy two fermis anyways...

Omega

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Might be interesting, but a physics engine overcomplicates it. Model ftw.
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Yah it you have hills and or water you have to have the unit fall in the water or slam into the trees, based on how complicated the maps are, getting hit 5 tiles is likely to get you slammed into something.
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Gabbe

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this isn`t really needed....

 

anything