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Re: Structures by design
Posted: 14 Mar 2012, 19:56
by aubergine
@Reg312: It will be fairly trivial for JS-based AIs to be adapted to template-based building, so long as the JS API provides a suitable update to the orderDroidBuild() function.
As for WZscript based AIs, that could be another matter entirely, although I believe most WZscript stuff is being ported over to JS (eg. tutorial and some campaign stuff as well I think). The only one not yet ported, as far as I know, is the Nexus AI.. but IMHO it should be deprecated and replaced with NullBot.
@Emdek: I hate the fact that I end up with herds of crufty research items and then buildings in my build menu. I'd happily lose that and have to start from scratch designing my own templates

And, while on the subject, I'd like cyborgs to work the same way please

Re: Structures by design
Posted: 14 Mar 2012, 20:00
by Emdek
aubergine wrote:I hate the fact that I end up with herds of crufty research items and then buildings in my build menu. I'd happily lose that and have to start from scratch designing my own templates

And, while on the subject, I'd like cyborgs to work the same way please

Yes, those would be default, but with possibility to delete them once and for all.

Re: Structures by design
Posted: 14 Mar 2012, 20:01
by aubergine
If I can delete them then that's good enough for me. It will give me added satisfaction pressing the delete button and waving them good riddance after all these years

Re: Structures by design
Posted: 14 Mar 2012, 20:03
by Emdek
Also I would like to have possibility to get rid off that default Truck.

Re: Structures by design
Posted: 14 Mar 2012, 20:05
by aubergine
Hrm, not sure about the default truck... That might be one exception to the rule. I tend to just edit it in-game to have better body and hover prop.
Out of interest, how will the structure designer affect campaign?
Re: Structures by design
Posted: 14 Mar 2012, 20:07
by aubergine
Ooh, just one other thought - you could have templates that are not available yet shown greyed out (similar to what is planned with droids that need factory modules / etc).
This could then be extended to having option to "research to this" maybe - in other words, get some assistance researching the right things to make it available?
Re: Structures by design
Posted: 14 Mar 2012, 20:07
by Emdek
Deleting only if you want, just for consistency.
It shouldn't affect current ones, I would like it as something for next ones (like technology to enable them or from start).
Research to is "my" idea in "Ideas and Suggestions".

Re: Structures by design
Posted: 14 Mar 2012, 20:08
by Reg312
aubergine wrote:Ooh, just one other thought - you could have templates that are not available yet shown greyed out (similar to what is planned with droids that need factory modules / etc).
its possible, but i dont think we need this

Re: Structures by design
Posted: 14 Mar 2012, 20:10
by Emdek
Here is that topic about "research to" (that was proposed later compromise, to don't make it too easy):
viewtopic.php?f=30&t=8892
For graying out...
Why not, maybe as separate list or shown at end of the list.
Re: Structures by design
Posted: 15 Mar 2012, 11:45
by Jorzi
Being able to delete the default truck is not a good idea imo, it's the only design you can build in the beginning and if you lose your current trucks before building a command center, you're dead.
Re: Structures by design
Posted: 15 Mar 2012, 13:31
by Emdek
Jorzi, yes, for MP this is issue, for SP not at all.
Also this would be only possibility to be consistent, and in design screen there should be then option to restore all deleted "initial" templates (initial defaults, but without removing custom ones), like "Restore defaults".
Also this could be done only if structures design would be in main branch and would have initial templates (equal to those which currently need to be researched separately) for "backward compatibility".
Re: Structures by design
Posted: 15 Mar 2012, 13:42
by Reg312
Emdek wrote:
Also this could be done only if structures design would be in main branch and would have initial templates (equal to those which currently need to be researched separately) for "backward compatibility".
if i understood correct, you mean "backward compatibility" == more easier adaptation of player to new game duty: design structures, is it?
Re: Structures by design
Posted: 15 Mar 2012, 13:45
by Emdek
Reg312, yes, but not only.
Some will simply prefer this approach, since not all use stored templates (I think that I'll finally start to use them for SP...).
Re: Structures by design
Posted: 18 Mar 2012, 01:53
by Reg312
Time to describe my method of limiting weapons for certain structures
for example: we dont want see weapons from fortresses on bunker bodies
1) Added size parameter to structure bodies
*note1: each structure body can have any size, even string like "i dont know size"
set of sizes for structures: METAL_TOWER, HARDCRETE_TOWER, HARDPOINT, FORTRESS, BUNKER_INSIDE, BUNKER_ROOF, EMPLACEMENT, ARTILLERY_EMPLACEMENT, AA_EMPLACEMENT, PIT
2) Added parameter "weaponDesignType" to list of weapons
*note1: each weapon can have any design type (any string)
set of weapon design types: AA, CYBORG_LIGHT, CYBORG_HEAVY, DIRECT_LIGHT, DIRECT_MEDIUM, DIRECT_HEAVY, DIRECT_SUPERHEAVY, INDIRECT_LIGHT, INDIRECT_MEDIUM, INDIRECT_HEAVY, VTOL_LIGHT, VTOL_HEAVY, MISC
3) Added JS function (as trigger)
IsComponentFits
if function returns "true" this means component can be added to current design
Code: Select all
function eventIsComponentFits(template, component)
{
switch(component.componentType)
{
......................................................................
case 8: //COMP_WEAPON
if(template.Body.size == "BUNKER_ROOF" || template.Body.size == "BUNKER_INSIDE")
{
if(component.weaponDesignType != "DIRECT_LIGHT")
{
return false;
}
}
break;
}
return true;
}
Re: Structures by design
Posted: 29 Mar 2012, 15:51
by Giani
You finished your mod?
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