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Author Topic: Map Blocks - ability to add units same as items  (Read 10353 times)

Offline bladum

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Map Blocks - ability to add units same as items
« on: November 25, 2014, 01:21:20 pm »
Map Blocks has a script to add items in particular location

Why not add script to add units in particular location ?

Tom

Offline kkmic

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Re: Map Blocks - ability to add units same as items
« Reply #1 on: November 25, 2014, 02:06:50 pm »
I do believe that this will get implemented at some point in the future, as people have asked for the ability to create scenarios like in the Firaxis reboot for some time now.

However, TFTD is the priority ATM, and it will require some changes and testing. A lot of testing (and probably bugfixing too).

Warboy said that the MOD system is to be reworked to some extent (and this need to be in before the TFTD release), so it may take some time until the ability to have battlescape scenarios will be coded in.

Offline Warboy1982

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Re: Map Blocks - ability to add units same as items
« Reply #2 on: November 25, 2014, 02:24:20 pm »
because that's what the RMP files are for?

Offline volutar

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Re: Map Blocks - ability to add units same as items
« Reply #3 on: November 25, 2014, 02:28:01 pm »
Warboy, rmp files don't guarantee they will be filled with particular alien type (tentaculat for example).
I see only one scenario for that thing. Is some indestructable capsules with "brains" being in the "sleep" mode, which will wake up upon anyone entering the room (also will require triggering concept too).

In any case, there are almost no really good use of that, and it would require quite a work to be done. It's possible, but almost worthless.

Offline bladum

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Re: Map Blocks - ability to add units same as items
« Reply #4 on: November 25, 2014, 02:53:39 pm »
i was rather thinking about static units with 0 energy and 60 TU that would work as turrets or cannons for facilities like "point laser defenses" from apocalypse. Its just unit but its fixed and "free maintenance" and can be used for better defenses.

Same could be used for alien bases.

Btw, how to use RMP files to add unit for 100% regardless of other  ? Which editor can be used to add unit into map file ?

Tom
« Last Edit: November 25, 2014, 03:02:26 pm by bladum »

Offline Hobbes

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Re: Map Blocks - ability to add units same as items
« Reply #5 on: November 25, 2014, 09:50:39 pm »
Btw, how to use RMP files to add unit for 100% regardless of other  ? Which editor can be used to add unit into map file ?

MapView

You actually can add specific aliens to maps if you change a few settings in the ruleset regarding AlienDeployments, AlienRaces and AlienMissions. But you'll only face the defined aliens.
« Last Edit: November 25, 2014, 09:53:38 pm by Hobbes »

Offline Warboy1982

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Re: Map Blocks - ability to add units same as items
« Reply #6 on: November 25, 2014, 11:38:04 pm »
priority 9 seems to work pretty well for ensuring placement ;)

Offline bladum

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Re: Map Blocks - ability to add units same as items
« Reply #7 on: November 26, 2014, 12:48:16 pm »
could you be more specific how use "priorities" ? Also does it work for allied (controlled by player) and hostile units ?

Offline Hobbes

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Re: Map Blocks - ability to add units same as items
« Reply #8 on: November 26, 2014, 03:01:06 pm »
could you be more specific how use "priorities" ? Also does it work for allied (controlled by player) and hostile units ?

On MapView, when you are looking at the RmpView window and left click on a node, check the Spawn box on Node Info. That is used to define the probability of an alien spawning on that node. If you set the value for 10. Spawn then you'll be setting it for 100%.

Offline bladum

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Re: Map Blocks - ability to add units same as items
« Reply #9 on: November 26, 2014, 05:42:30 pm »
Thanks,

But this is for aliens only. This would work for stationary defenses at alien base but not for stationary defenses at x-com base, very similar to what is in x-com Apocalypse. Unit of energy 0 unable to move but still have TU to fire. Also this is mission based and i think additional rank would be needed etc...

All i asked is to have "addUnit in x,y,z,owner" script just like "addItem in x,y,z" for a particular mapBlock from ruleset level.

Tom

Offline Falko

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Re: Map Blocks - ability to add units same as items
« Reply #10 on: November 26, 2014, 07:13:24 pm »
solution could be: item->unit conversion after X turns
brainsucker pod (item) to brainsucker to zombie
defense-item (can items be placed like in terrains via "items" ?) converts to defense-unit

Offline kkmic

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Re: Map Blocks - ability to add units same as items
« Reply #11 on: November 27, 2014, 10:49:04 am »
You will need a fully fledged scripting language for that.

Warboy will be delighted to add it to the engine.

Offline bladum

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Re: Map Blocks - ability to add units same as items
« Reply #12 on: November 27, 2014, 11:19:32 am »
Folks,

Its quite simple to do.  I will try later to add a code for this.

After all data is generated and all map blocks, all items all units are added just check if MapBlock contains field addUnit with X,Y,Z,direction,owner. If field is taken then ignore it.

Tom

Offline Hobbes

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Re: Map Blocks - ability to add units same as items
« Reply #13 on: November 27, 2014, 02:40:42 pm »
Warboy will be delighted to add it to the engine.

Right now the emphasis for the developers is to finish TFTD integration so that a new stable version can be released.

Don't expect for new stuff to be added anytime soon. Developers simply don't have time to add all ideas that modders have, and the more stuff is added the longer it takes to get more important things done. Repeated requests for new features from modders simply annoy the developers. Try instead to use the existing features.
« Last Edit: November 27, 2014, 03:19:52 pm by Hobbes »

Offline Warboy1982

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Re: Map Blocks - ability to add units same as items
« Reply #14 on: November 28, 2014, 05:54:06 am »
Right now the emphasis for the developers is to finish TFTD integration so that a new stable version can be released.

Don't expect for new stuff to be added anytime soon. Developers simply don't have time to add all ideas that modders have, and the more stuff is added the longer it takes to get more important things done. Repeated requests for new features from modders simply annoy the developers. Try instead to use the existing features.

sums it up pretty well. we're making xcom, not the alpha and omega of game engines. if you want a completely modifiable game framework with absolutely every detail configurable, try the UDK.
« Last Edit: November 28, 2014, 05:56:27 am by Warboy1982 »