Ability to merge/unmerge units

Bug #894872 reported by Jeeves
16
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
In Progress
Wishlist
Renegade

Bug Description

Units being able to merge with another or same type of unit, resulting in a different unit.
Said unit being able to unmerge into the original units.
Suggested uses; cavalry (mounting & dismounting), Viscariods

##### ADDITIONAL INFORMATION #####
The following is the summary and additional information from duplicate bug:606:

You choose one unit to "attack" a friendly unit of the same type, and they play an animation, then a new unit is created. No thoughts on the how to implement the coding though.

I do have suspicions that this is too hard to make work, and maybe there are more efficient processes to achieve this.

-MT

--------------------

Perhaps link this to the weapon.

Here are ideas for new tags and what you could use, doubt it is of any use though :P

1. Check AffectEnemy=Y/N to see if it works, just in case this can be fired on an enemy.
2. Check Affects=SOMEUNIT and see if the two types of unit are affected by the weapon
3. Destroy the two units
4. Use Delay=N1,N2 for the time delay, N1 being the delay for the anim to start after the initial units were removed, N2 being the delay for the actual spawning of the units to commence. Of course, 0,0 would be for no delays
5. Use MergeAnim=SOMEANIM to decide what animation to play at this stage
6. Use UnitResult=FINISHEDMERGINGUNIT to decide which unit to spawn at the end

Revision history for this message
Millennium (kotaka) wrote :

Would propably not work for deployers or transports, because the command most likely to cause "Unmerge" would be "deploy". Considering this request, you could build a vehicle that could "unmerge" into an empty transport and some infantrymen, for example. And since it will most likely use the "Deploy" command, I would suggest a modified passenger code for this proposal rather than the Visceroid's stuff, because it has a broader variety of uses. Some of the code might be taken from a mix of Ammo, transform and taskforce code, for example:

[TANK]
Passengers=6
PipScale=Passengers
InitPassengerType=COMMANDER,DRIVER,GUNNER,LOADER,TONK
InitPassengerNum=1,1,2,1,1
UnloadingClass=TONK ; Unloading class defines the object spawned from "unmerging" which will retain various effects obtained by the "pre-unmerge" unit, for example damage taken by the tank, or being parasited.

Then, there must be some piece of code to re-transform the TONK into a TANK with the right crew. I'd say some serious extension of the IFV code could do that, or?

[TONK]

Passengers=5
TransformLoad1Type=COMMANDER,GUNNER,DRIVER,LOADER
TransformLoad1Num=1,2,1,1

; if the infantry / vehicles / whatever specified in LoadType are passengers of the vehicle in the numbers specified in LoadNum, then, a transformation kicks in:

TransformMode1=TANK

But IMO anyway, the game seriously needs more triggers. "Deploy" is so overloaded with various commands it can possibly trigger.

Revision history for this message
Renegade (renegade) wrote :

I have merged bug:606's summary and additional information into this bug.

Personally, I believe merging itself, as a simple "two units meet, fire, anim, new unit" progression would not be too complicated - because, ultimately, the idea that the units are being merged is more of a mental thing.

On a game level, it's more of a "remove the previous two units, spawn a new one, and hide it all behind an anim". That, I think, would already be possible on a map, through scripts.

The interesting question would be what kind of extra features are wished, like MT's affects and delay logic.

Revision history for this message
Tempest (xero-2) wrote :

I think Millenium's idea is just fine. And then you could add:

Load.Anim = {animation}
Unload.Anim = {animation}

..to give the impression of merging.. Once this is implemented, and antibug sprayed, it should be enhanced with:

Transform.LoadTypeN = {techtype}
Transform.LoadNumN = {comma-separated integer list}
Load.AnimN = {animation}
Unload.AnimN = {animation}
...etc..

...to allow tanya to ride a horse in TEXAS, a camel in EGYPT and a BATMOBILE in HOLLYWOOD...

Also, a jet-propelled surfboard in MALDIVES, lol. The possibilities are endless!

Revision history for this message
Bug Importer (bug-importer) wrote :

Starcraft had unit merging. Two templars merged to form the mighty Archon. That's alot cooler than simply making the Scrin Buzzers form a vanguard stance along with a vehicle of choice they had in C&C3:TW.

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

What if one of the units has taken damage before merging with the other? Does the resulting unit have full health, or a health level halfway between those of the two original units? What if the merged unit takes damage and then unmerges? Do both unmerged units keep the full amount of damage, keep no damage, or keep half each of the damage?

Revision history for this message
falaka21 (falaka21) wrote :

I like the idea but much more severity. Five Lion robots into The defender of the universe: The VOLTRON... hah.. :) Good ...

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