Ability to merge/unmerge units
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
In Progress
|
Wishlist
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Renegade |
Bug Description
Units being able to merge with another or same type of unit, resulting in a different unit.
Said unit being able to unmerge into the original units.
Suggested uses; cavalry (mounting & dismounting), Viscariods
##### ADDITIONAL INFORMATION #####
The following is the summary and additional information from duplicate bug:606:
You choose one unit to "attack" a friendly unit of the same type, and they play an animation, then a new unit is created. No thoughts on the how to implement the coding though.
I do have suspicions that this is too hard to make work, and maybe there are more efficient processes to achieve this.
-MT
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Perhaps link this to the weapon.
Here are ideas for new tags and what you could use, doubt it is of any use though :P
1. Check AffectEnemy=Y/N to see if it works, just in case this can be fired on an enemy.
2. Check Affects=SOMEUNIT and see if the two types of unit are affected by the weapon
3. Destroy the two units
4. Use Delay=N1,N2 for the time delay, N1 being the delay for the anim to start after the initial units were removed, N2 being the delay for the actual spawning of the units to commence. Of course, 0,0 would be for no delays
5. Use MergeAnim=SOMEANIM to decide what animation to play at this stage
6. Use UnitResult=
Would propably not work for deployers or transports, because the command most likely to cause "Unmerge" would be "deploy". Considering this request, you could build a vehicle that could "unmerge" into an empty transport and some infantrymen, for example. And since it will most likely use the "Deploy" command, I would suggest a modified passenger code for this proposal rather than the Visceroid's stuff, because it has a broader variety of uses. Some of the code might be taken from a mix of Ammo, transform and taskforce code, for example:
[TANK] pe=COMMANDER, DRIVER, GUNNER, LOADER, TONK m=1,1,2, 1,1
Passengers=6
PipScale=Passengers
InitPassengerTy
InitPassengerNu
UnloadingClass=TONK ; Unloading class defines the object spawned from "unmerging" which will retain various effects obtained by the "pre-unmerge" unit, for example damage taken by the tank, or being parasited.
Then, there must be some piece of code to re-transform the TONK into a TANK with the right crew. I'd say some serious extension of the IFV code could do that, or?
[TONK]
Passengers=5 ype=COMMANDER, GUNNER, DRIVER, LOADER um=1,2, 1,1
TransformLoad1T
TransformLoad1N
; if the infantry / vehicles / whatever specified in LoadType are passengers of the vehicle in the numbers specified in LoadNum, then, a transformation kicks in:
TransformMode1=TANK
But IMO anyway, the game seriously needs more triggers. "Deploy" is so overloaded with various commands it can possibly trigger.