acidbrain
10 years ago
Ok, i gave the hamster in my head a carrot and thought a bit about the concept...
What if:
You make a model with a wall and two helpers, one on the left side of the wall and 1 on the right side of the wall, call them STATION1 and STATION2(1=left, 2=right).
Since the wall has a commandset for the exit of the soldier you can add two extra buttons wich will trigger a ModelCondtionUpgrade module, the default model has the STATION helper at the left side and the USER1 conditionstate has the STATION helper at the right side, you can use the HideSubObject and ShowSubObject commands for the switch, so default is 'HideSubObject = STATION2' and 'ShowSubObject = STATION1 ' and USER1 is 'HideSubObject = STATION1 and ShowSubObject = STATION2'.
Just an idea, dont know if it works, almost started to make the model but became aware of the fact that i am lazy today.
Panem et kirkinses
Gameanater
  • Gameanater
  • 55.5% (Neutral)
  • General Topic Starter
10 years ago

Also how to remove a cover point when cover is destroyed.
Like unless the structure near the cover point when destroyed emits a damagetype that only destroys cover points, I suppose.

Still though, what if one goes around the cover point?
It defeats the purpose... it looks silly... to have someone still have a 25% resistance to attacks while shooting from a vantage point that makes the cover and exposed spot.

Another concern is that it only covers 1 infantry. unless you line up a wall with cover points- essentially not making this system not map-friendly. Or making single cover point for a wall is a thing.
However it makes another problem, you can't have infantry cover on specific spots on the wall since it will use Firebase logic and will follow where you put STATIONxx/ExtraPublicBone order respectively.

This is reminding me of Company of Heroes.
Which is a totally different RTS with different mechanics, such as attacking from certain angles to cripple tanks. Generals doesn't have direction based damage, I believe.

Originally Posted by: Zatsupachi 

Originally Posted by: Gameanater 



I'd probably just make the cover invincible for simplicity's sake.


(75%) Well no cover system can be perfect. It would be much like Lambda War's cover system, actually. (The small yellow dots on the map here.)





It would only hold one infantry, so yes, multiple cover points around a wall for example would be used. That does also solve the bone problem, if meaning putting a lot of cover points on a map depending on its design.

Nope, it doesn't.


Ok, i gave the hamster in my head a carrot and thought a bit about the concept...
What if:
You make a model with a wall and two helpers, one on the left side of the wall and 1 on the right side of the wall, call them STATION1 and STATION2(1=left, 2=right).
Since the wall has a commandset for the exit of the soldier you can add two extra buttons wich will trigger a ModelCondtionUpgrade module, the default model has the STATION helper at the left side and the USER1 conditionstate has the STATION helper at the right side, you can use the HideSubObject and ShowSubObject commands for the switch, so default is 'HideSubObject = STATION2' and 'ShowSubObject = STATION1 ' and USER1 is 'HideSubObject = STATION1 and ShowSubObject = STATION2'.
Just an idea, dont know if it works, almost started to make the model but became aware of the fact that i am lazy today.

acidbrain wrote:


What about the fact though that it could be garrisoned by any infantry unit? That would just make it look really weird for a Red Guard to ""garrison" the cover point model and have a completely different soldier model appear, if I'm understanding your post correctly.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.