Vehicle Husk (and maybe building ones).

Bug #895774 reported by hotrods20
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
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Wishlist
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Bug Description

It would be really cool if you could make it so if a vehicle is destroyed it leaves a husk. Kinda like the Mammoth Tank in CnC3. The husk could just be the vehicle standing their with smoke coming out of it.

##### ADDITIONAL INFORMATION #####
Tags that could be used:
Leaves.Husk=yes/no (decides if it leaves a husk.)
Husk.Destroyable=yes/no (Don't need this but could use to expand the options in missions.)

That is it for now.

Revision history for this message
MRMIdAS (mrmidas) wrote :

If these husks could be engineered to restore them to (semi) working order, (rubble logic, just for tanks) this could be a good addition, especially if the husks are destroyable..

Revision history for this message
hotrods20 (hotrods20) wrote :

Yeah that is the idea behind the CnC3 husks. You can destroy them or capture them. Bring them back to your depot yard repair them to full health.
Also another tag:
Restored.Health=#% (If a engi enters a husk the husk will come back to this much health.

Revision history for this message
Blade (nadia-xy) wrote :

This seems to me to be a variation on the kill driver logic. Personally I never liked it in C&C3, too much micro managing IMO.

Revision history for this message
Renegade (renegade) wrote :

Can.You.Stop.Using.Dots.If.You.Don't.Know.How.To.Use.Them.Please.

Revision history for this message
hotrods20 (hotrods20) wrote :

I-Can-Do-That-For-You. On subject. This would be really cool to have just so you could make more advanced missions.\
NEW OBJECTIVE
OBJECTIVE#:Repair VEHICLE
NEW OBJECTIVE
OBJECTIVE#:Bring VEHICLE back to safety.

Revision history for this message
kakrain (kakrain) wrote :

destroyable husk is a good idea, i would like to add, it would be good if the husks are just the normal tanks but without color, just black and white, or maybe a different voxel lets say the tank is ATNK the husk voxel would be DEATNK (it shouldnt be too much trouble, since the different tank would just be the same tank but with the turret in the floor or something like that) if the DEATNK has an HVA anim, the game would play that anim in the transition between the ATNK and the DEATNK, ie when the tank is destroyed
also it would be good that tanks may be destroyable without dropping a husk if the damage is too much, lets say for example i have a megaray with damage 9999

the tank has 900 hitpoints and the husk 200 hitpoints
9999>900+200
the ray entirely destroys the tank without leaving a husk
but if the ray would have a damage of 999
999>900 ^ 999

Revision history for this message
WoRmINaToR (worminator) wrote :

while the "i raped you so hard you didn't leave a husk" logic does sound quite cool, I think we really shouldn't be getting ahead of ourselves. I'm not even sure of how much we (meaning they) know about HVA animating, and having the game draw a voxel for a dead unit might get weird.

I think this should be an adaptation of the advanced rubble logic, but the husks should disappear after a relatively short (user-definable) time.

Also, destroying the husks after they have become husks is completely pointless. The tank is already dead, why shoot it more?

If you are trying to lead in to a repairable husk logic, well all I can say again is we need to not get ahead of ourselves here. The idea isn't complete trash, but we need to take this one step at a time.

Perhaps this?

[TANK]
...
Husk.RubbleType=VehicleType (or BuildingType? this will be what the vehicle transforms into upon death, with the following values forced upon it)
Husk.Disappear=int ;the husk will disappear after this amount of frames
Husk.DestroyAnim=SHP ;if a single-run HVA anim is not possible, then we can opt to make an SHP anim. This would have drawbacks however.
Husk.DestroyFacing=number 1-8 ;like this one. We would have to force a specific facing for an SHP death anim or it would look odd.

Then when we get the basics, we can add
Husk.Repairable=bool
Husk.Destroyable=bool ;we would use the strength and armor values for the unit that is being spawned as the husk, if we use the advanced rubble logic.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Sidenote, aren't you guys worried that eventually your units will bloat to 500 INI flags each? :)

Revision history for this message
Black Temple Gaurdian (black-temple-gaurdian) wrote :

Meh, my mod's being written by 100 monkeys with typewriters so... :P

Revision history for this message
MRMIdAS (mrmidas) wrote :

"Also, destroying the husks after they have become husks is completely pointless. The tank is already dead, why shoot it more?"

so the enemy don't resurrect it?

one engineer rush, and the army of death tanks that decimated half your base are back, ready to teabag the other half into oblivion.

Revision history for this message
hotrods20 (hotrods20) wrote :

Well the thing is you would have to specify what units will leave a husk and which won't. This would be a modification that makes it so you could implement CnC3 style gameplay. You know like "OH I BUILT THIS GROUP OF SUPER TANKS AND WILL PWNS YOU!!!" Then you capture the husk of the tanks and attack back. So this would be good for Super units that cost 10k creds and units that have long build times.

Revision history for this message
EVA-251 (eva-251) wrote :

@DCoder- I guess that's what the inclusion support is for. :P

Revision history for this message
regulus (regulus) wrote :

I have a few ideas for uses of this logic.

This can be very useful for games that use "scrap metal" as a resource, allowing the player to decide to harvest the husk (by blowing it up and it spawning collectible resources) or refurbish it with an engineer.

It can also be expanded to a have a timer weapon that could make some interesting destruction animation simulations like in Command and Conquer Generals (vehicle gets killed, husk explodes later instead of instantly vanishing in elaborate explosions). Actually, I think the entire debris logic that is included in the game should be expanded upon so you could govern how many turrets spawn, etc. Also, debris spawned objects always bounce and a bouncing Apocalypse Tank husk looks too stupid for words.

This is also incredibly useful for games that are based on "stunted economies" where units that cost alot are worth salvaging. It would be even more interesting to see these units as resources themselves, making a game that was based on racing to get vehicles working. This sort of gameplay would be perfect for a Forgotten like faction.

Revision history for this message
4StarGeneral (4stargeneral) wrote :

@Worminator - "Husk.DestroyFacing=number 1-8 ;like this one. We would have to force a specific facing for an SHP death anim or it would look odd."
If you're making the animation, why not make facings while you're at it?

But I agree, rubble logic for tanks would be awesome especially for those long worked-around "scrap" economies. Overlays would need to be supported along with the standard Building/Vehicle/Infantry/Aircraft types if Husk.RubbleType was used.

Also on a sidenote, yes, eventually we'll have 10mb ini files.

Revision history for this message
Mig Eater (mig-eater) wrote :

You can already create unit "husks" by using several workarounds, the option to recapture it isn't possible tho so if anything the recapture feature is more important.

Revision history for this message
narfnin (narfnin) wrote :

Maybe make it so that the husk sits there, and you can either

a) Repair it with an engie
b) Blow it up
c) Use a scrap harvester to turn it into money (same as grinding)
d) put a bomb on it so its like a landmine.
e) use it as a defense, since infantry couldn't walk through husks

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