Deployable Warheads

Bug #896264 reported by Steel Mirage
8
This bug affects 1 person
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Bug Description

Create logic wherein warheads could be created that deploy into structures:

[BUILDWHAlpha]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
BuildingType.Deploy=XXXXXX

Problem:
--IE's potentially occurring when weapon creates building type in the middle of another building type, unit type, cliff, etc...

Tags: building type
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YR M0ddEr (yr-m0dder) wrote :

"IE's potentially occurring when weapon creates building type in the middle of another building type, unit type, cliff, etc..."
The chance that a situation you mention happen is very high(every match).
This small feature would to have way to many bugs. More than it can give.

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Graion Dilach (graiondilach) wrote :

YRM, don't use UnitDelivery, then. :P

Two things should be also taken into account:
- This request is for UnitDelivery Warheads, which could be a way to create perfect minelayers.
- Steel Mirage still can't mod. His potential IE source is a mere shot in the dark. And UnitDeliveries can prove it... with the right code, no problem can happen.

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YR M0ddEr (yr-m0dder) wrote :

If I understand him right(his first sentence is very confusing), when the warhead impact, it will spawn a building that is in BuildingType.Deploy= tag. Right?

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Graion Dilach (graiondilach) wrote :

Yep.

But it makes no sense to limit it to BuildingTypes. It should be aimed to all TechnoTypes. And if I can decide, it will.

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Steel Mirage (steel-mirage) wrote :

That's exactly it Graion, you hit the nail on the head.
Expanding the feature to include all TechnoTypes could be pretty neat. Imagine a War Factory that fires its units across the map into battle...

The idea that this would create an IE comes from the assumption that:
a) Computers are stupid sometimes and,
b) Eventually someone is gonna aim a Weapon=TechnoType.deploy weapon at a building or unit and the program will say "DEEEEERRRPP" and try to build/deploy something within that, and an IE will be on its way down the pike.

My idea was to have a boolean "IsCellOccupied=".
If yes, then damage=X%,X%,X%,X%,X%,X%,X%,X%,X%,X%,X%.
If no then Allow.TechnoType.Deploy, which would be specified.

Or perhaps set the Deploy weapon as a secondary weapon which is only activated when forcefired.

I dunno. Like Graion said, I still can't quite mod. I'm strong on theory, but weak on practice.

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secondwtq (secondwtq) wrote :

A complete Object Creation System seems more meaningful.

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Krozalid (krozalid) wrote :

I like the idea but I'm not sure I can find a use for this.

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Steel Mirage (steel-mirage) wrote :

@secondwtq: Quote: "Expanding the feature to include all TechnoTypes could be pretty neat." Along with Graion Dilach's popst, thats where this is headed.

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YR M0ddEr (yr-m0dder) wrote :

Perhaps something like this:

[TechnoCreatorWH]
CreateObject=NACNST;Soviet Base
RetryTarget=yes
ForbidUnplaceable=no;If RetryTarget is set to yes, this one must be set to no.

The cell you fire this warhead at, if it doesnt have space for a NACNST(4x4 building)(automatic search for the building foundation instead of adding a tag for it), building wont be placed. If RetryTarget is set to yes, it will scan the next cell to see if its possible to place it there(and continue like that 50-100 times).
If ForbidUnplaceable was set to yes, and the cell you fired at had no space for a 4x4 building, it would not fire its weapon even if you forced it to.

Then, we can customize this even more

[TechnoCreatorWH]
IntroAnimation=TWLT100
CreateObject=HTNK ;Rhino Tank
RetryTarget=yes
ForbidUnplaceable=no

When the last frame of TWLT100 have elapsed, HTNK will be created.

Of course, this complicated to add, but the best way to make this bug free.

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secondwtq (secondwtq) wrote :

I think we could refer to the SAGE OCL System.

Of course, this is very crazy, I see, but I think it will be more useful.

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Graion Dilach (graiondilach) wrote :

What is OCL system?

YRM's overcomplicated but it's the closest to what I have in my mind. When this warhead fires, it checks for clear ground around itself. Then it tries to spawn the new techno around the target location as much as it can. (Around, because of DeployToFire. But I don't think it'll need more than 2 or 3 cell radius)

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Steel Mirage (steel-mirage) wrote :

As an alternate, how difficult would it be to have the weapon do one of two things like in the "IsCellOccupied=" idea I posted above?

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Darkstorm (bynnar-starblade) wrote :

Could you potentially code it to destroy units as it lands on them? Therefore you could create a weapon like the Reaper in RA3 that destroys units it lands on. Although it could just be too much work for too little reward.

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Steel Mirage (steel-mirage) wrote :

I think you're thinking more along the lines of having a new locomotor. I know nothing about adding new locomotors, or if it can even be done.

If I wanted a warhead that would destroy whatever it landed on, then I'd just fiddle with the tag values.

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Graion Dilach (graiondilach) wrote :

I don't have an idea about the Reaper to be honest. If you can use a LimboLaunch for projectile, then yes, I think the warhead effect can be coded in.

First 0.2. Then Bounty. Then we'll talk.

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Steel Mirage (steel-mirage) wrote :

According to ModEnc (http://modenc.renegadeprojects.com/LimboLaunch) LimboLaunch usually requires parasite=yes tag. To my understanding, the Reaper is more of a "crusher" unit. GD's idea would be the perfect solution other than that I would guess.
Maybe some work later on separating the parasite tag from the LimboLaunch tag?

And I highly support GD: Focus on 0.2 for now.

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