Knuckle Cracker

Particle Fleet => Feedback, Features, and Suggestions => Topic started by: Jacobgra5 on October 08, 2016, 06:42:44 PM

Title: Bomb for mired land
Post by: Jacobgra5 on October 08, 2016, 06:42:44 PM
       This bomb would be like the bomb in creeper world two where it would either blow it up or convert it but it  is on a special ship or available in the editor for use and must be powered up or built using a certain amount of energy for this. Add any suggestions or ideas you might change for this.
Title: Re: Bomb for mired land
Post by: Bacteriophage on October 09, 2016, 10:23:27 AM
You can do something similar to this by placing a Ticon particle burst on land in the editor; on charging, a section of land will be instantly mired.
Title: Re: Bomb for mired land
Post by: yum-forum on October 09, 2016, 11:36:18 AM
Nice idea. Especially if will be possible to create "Bomber ship".  :)
Title: Re: Bomb for mired land
Post by: GoodMorning on October 09, 2016, 06:47:11 PM
When there is UI for such things, this will be PRPLed. It is actually not too difficult to do, needing only a few loops and get/set mire and self-destruct commands. It could cause a lag spike if it has long range, however.
Title: Re: Bomb for mired land
Post by: yum-forum on October 09, 2016, 07:37:50 PM
Quote from: GoodMorning on October 09, 2016, 06:47:11 PM
When there is UI for such things, this will be PRPLed. It is actually not too difficult to do, needing only a few loops and get/set mire and self-destruct commands. It could cause a lag spike if it has long range, however.

It will be nice, but only for those who know how use PRPL.  :-[
Title: Re: Bomb for mired land
Post by: GoodMorning on October 09, 2016, 07:52:54 PM
Once it is done (and works) then it is trivial to grab the script from here. Having a ship lay it is also practical. I heard somewhere that the ship exchange is waiting on the PRPL module support being completed, which is waiting partially on the UI. So soon enough we will have capacity to exchange scripts and modules without going via the forum, and they should "plug-and-play", or (at worst) "attach this single script to a Core and play, while it does all other script work for you".
Title: Re: Bomb for mired land
Post by: Oblivion on October 09, 2016, 08:35:11 PM
Didn't planetfall lay down the base PRPL for custom "modules" on ships? on some post somewhere?
Title: Re: Bomb for mired land
Post by: GoodMorning on October 09, 2016, 08:53:30 PM
There is an interim script for planetfall-style custom modules, which works quite well, but Virgil has said that integrated ones are coming.

This will require some UI to make it fire/lay properly, so I intend to wait. planetfall has done some UI, but whatever we do in script is replicating what may become native functionality (and usually poorly at that). planetfall made a good CW3 custom unit interface (for auto-targeting units). PaC is the most widely used custom menu (total conversion). Both spend considerable time redoing what normal UI does.