Implement working Ice logic

Bug #894906 reported by Blade
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
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Bug Description

Unlike TS where the arctic theatre had ice tiles that would crack and allow a unit to sink if it was too heavy, in RA2 the ice (if tiles are created and implemented) stays as placed.

Tags: ice tiles
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Bug Importer (bug-importer) wrote :

That would be very cool, could be difficult to implement though.

a vehicle would only need somthing like BreaksIce=Yes tag......

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Professor_Tesla (professor-tesla) wrote :

Not at all. The game would just need to make the unit break the ice if it was over a certain weight/size (unless it had hover ability). Unit size logic already exists in YR.

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Bug Importer (bug-importer) wrote :

weapons need "BreaksIce=true" tag :P

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Blade (nadia-xy) wrote :

No, they don't.

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pd (pdmail) wrote :

Hm, you talk about RA2 here, how about YR?
Is it possible to have an ice set at all atm?

I'd love ice, heh.

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Bug Importer (bug-importer) wrote :

Yes, the ice tiles are just that... additional tiles. I converted the TS ones (though they don't look right) for testing purposes years ago, but the TS logic that allows the ice to crack and break when heavy units roll over them does not work.

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Blade (nadia-xy) wrote :

Further to my anonymous post above, I tested the behaviour in YR, not RA2 though I expect behaviour to be the same.

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Bug Importer (bug-importer) wrote :

THis logic would be awsome. Could make some very intresting maps with it :D

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Bug Importer (bug-importer) wrote :

If I make a flamethrower weapon, that should be able to brake the ice, is a flamethrower generates a lot of heat :D

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Millennium (kotaka) wrote :

Interesting question. In TS, the ice breaking effect on weapons was done via Wall=yes on the warhead. If you use a particle system-based flamer, that'll be tricky, because AFAIK, particle system warheads aren't parsed correctly and Wall=yes doesn't work. That'd be something for yet another request...

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Bug Importer (bug-importer) wrote :

Correction:
Though I seemingly remember otherwise in-game, according to the code commentary, it's 'Fire=yes', not 'Wall=yes' what makes a WH crack ice (while setting wether the warhead actually generates fire is done by 'Sparky=y/n').

/Millennium

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pd (pdmail) wrote :

No update on this, just browsing here giving some thoughts.

Ice cells are basically nothing but cells with variable passability based on their state, right?
Their basic idea should be that at least.

Of course, they grow (similar to tiberium?), crack when too much weight gets on them (and thus become water?) or a warhead (with Fire=yes?) hits them.

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Blade (nadia-xy) wrote :

The terrain type on all the ice tiles according to TMP editor is 1, so the passibility must be controlled by the logic, being treated as water when in a broken state. I can provide a zip with all the ice and ice shore tiles in if needed.

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Renegade (renegade) wrote :

Closing as suspended since feedback has been requested and there was no activity on the issue for more than four weeks.

Issue will be of lower priority if re-opened.

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Blade (nadia-xy) wrote :

Looks like this got auto suspended awaiting feedback, what feedback is needed on it?

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DCoder DCoder (dcoder1337) wrote :

Hmm.. can't see any questions in the comments, but on the other hand can't even guess at how much work would be involved in (re)implementing this. I definitely want it back, so confirming.

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MRMIdAS (mrmidas) wrote :

cool feature, god knows how much coding it'd need though......

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RandomNutjob (randomnutjob) wrote :

Imagine "only" "difficult" bit is how responds to weapons as imagine is "easy" to use a weight system for moving over
As for fire - logic dictates it'd weaken ice [or remove] but idk how would tinker with that, any ideas?

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cranium (cranium) wrote :

Wouldnt it be along the lines of Destroyable Cliffs? Make ice tiles and have them Destroyable by weapons and/or Fire= on the WH. Destroyable Bridge Logic maybe?

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RandomNutjob (randomnutjob) wrote :

Noticed this on topic about NPatch Extended:

"4. Obsolete Tags
---------------------------------------------------------------------------------------------
  These are tags that have little effect in original NP/YR, so I make a good use of them to realize new features.
[General]
IceCrackingWeight=[float]
IceBreakingWeight=[float]"

If read correctly it seems there is something there but isn't hooked up, anyone confirm/deny?

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