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Feature request: transportable wrecks

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Date Editor Before After
3/19/2017 7:25:49 PMRUrankivand before revert after revert
3/19/2017 7:23:08 PMRUrankivand before revert after revert
3/19/2017 7:20:27 PMRUrankivand before revert after revert
Before After
1 I actually drafted a gadget that allows for transporting wrecks. Here how wrecks transportation looks in the game: 1 I actually drafted a gadget that allows for transporting wrecks. Here how wrecks transportation looks in the game:
2 [img=https://i.snag.gy/jvF49y.jpg][/img] 2 [img=https://i.snag.gy/jvF49y.jpg][/img]
3 [img=https://i.snag.gy/Z4yHDx.jpg][/img]
3 \n 4 \n
4 A bit of technical information regarding wreck transportation. It's not possible to attach features (wrecks/debris) to a unit using standard spring engine call-outs. Therefore I implemented this by gluing a hidden dummy unit to a feature using Lua. The result is not ideal, but I think it can be fine tuned. 5 A bit of technical information regarding wreck transportation. It's not possible to attach features (wrecks/debris) to a unit using standard spring engine call-outs. Therefore I implemented this by gluing a hidden dummy unit to a feature using Lua. The result is not ideal, but I think it can be fine tuned.
5 \n 6 \n
6 As far as UI, currently transports cannot distinguish between units and pseudo-units. If Ctrl or Alt is unoccupied for LOAD, maybe one of these can be used to distinguish between transporting wrecks and units. Having that said, I haven't taken even slight look on how UI is done now. 7 As far as UI, currently transports cannot distinguish between units and pseudo-units. If Ctrl or Alt is unoccupied for LOAD, maybe one of these can be used to distinguish between transporting wrecks and units. Having that said, I haven't taken even slight look on how UI is done now.