great news:
i've been working on scripting pads on which you would place units to transfer them to another player... it's long and tedious work, as one must write a new script for each type of unit. "if player0 has GT 0 unit or structure of type 'whatever' in area 'something or other' then spawn unnamed unit of type 'whatever' on team 'yourfavoriteteam here' at waypoint 'somewaypoint', (here, i run a subroutine to check for more than one, more than two, etc... as multiple units may enter. unfortunately, this causes a delay. if, however, i had several scripts enabled checking for specific numbers and spawning specific numbers, who knows if it would cause delay?) then, i change the altitude of water in the area to kill the units that entered (after i've spawned the correct number) and back, so more units may enter.
thing is, this transfers (spawns and kills the old) units for the same player to the pad at which the player starts (i've set it up so you can transfer units to yourself...) and you theoretically could set it up so that there are four transfer pads that spawn/kill on your team only to whatever pad you like... or (my new favorite idea, as it enables as few scripts as possible) one pad and four indestructible pillboxes which when selected or deselected enable or disable the scripts saying which pad or to which player you transfer...
it's all still in the works, but i've tested and found this scripting idea successful (transferred infantry units of the american type, as that's all i'd completed before deciding a test was in order to see if my work was a waste) i transferred a group of 9 infantry, but lost one, as i was using the greater than method instead of the equals to... and i stopped at four, as it's alot of scripting work.
the bad news is, you don't transfer the unit veterancy... i dunno if maybe you can test for this in the units entering the area and then spawn one of said level. also, the beginnings of the rudimentary idea for "transferring" units like this can be seen in my capture the flag map, where a hijacker who enters the "jail" area spawns two of them at waypoint1 and kills the one who entered the zone...
point of all this rambling is: units enter smaller "in" pad, spawn unnamed units on larger "out" pad at a waypoint and kill the "in" units. i'm working on more involved methods to exclude testing for units of factions that aren't in play, and to cut down on checks being run on what time, but the simple of it is: it works.
Edited by user
17 years ago |
Reason: felt like saying it was great news