New variant on the soviet battle bunker code [Tunnels]

Bug #894875 reported by Jonathan Wilson
24
This bug affects 3 people
Affects Status Importance Assigned to Milestone
Ares
Fix Committed
Wishlist
AlexB

Bug Description

I would like to see a new version of the code for the soviet battle bunker except that instead of each bunker having its own contents list that it manages, there would be one contents list for each player. This would be usefull to re-create generals style tunnel networks.

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Millennium (kotaka) wrote :

Don't modify the old code, it's good the way it is. But a new code, based upon this suggestion, could really add some tactical flavour. Should perhaps work via a "Tunnel=yes" tag, but it could not use the occupation logic as we know it, because imagine you had two buildings with "Tunnel=yes", but different MaxOccupants, would maybe cause IEs if they used one content list, but would at least look stupid...

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Bug Importer (bug-importer) wrote :

The logic is exciteing, but would be hard to handel for new modder/modder with little experience.

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

So is some/most of the stuff RP2's adding.

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Bug Importer (bug-importer) wrote :

it could work by having TunnelMax= override any MaxOccupants tag.

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Bug Importer (bug-importer) wrote :

[Generals]
TunnelMax=
.

Seems best.

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pd (pdmail) wrote :

I remember us talking about this a long time ago. ;)

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Bug Importer (bug-importer) wrote :

Millennium seyz:

EnterSound=
ExitSound=
EnterAnim=
ExitAnim=
Locomotor= ; !!!!!!
would allow a great deal of customization. Without the capacity of being occupied, the Tunnel could work as a teleporter platform, the Locomotor= set to Chrono, and any unit entering one teleporter point is spawned at the other. (Of course, the player would be limited to owning two teleporter platforms at a time, or the wouldn't know where to spawn the units from)

For tunnels, the Locomotor= would be set to Tunneling, and possibly a number of possible occupants. If there is a capacity for occupants, this would mean that player units could enter at one Tunnel entrance, and be deployed out of the tunnel system at another entrance.

If the Locomotor= is set to, say, Hover, any unit entering one Tunnel Entrance could be deployed out of the Tunnel system at any point that the Hover locomotor could reach if the unit was traveling across the map normally. That is to say, a unit entering a Tunnel Entrance at the beach can be deployed out of the Tunnel system in a Tunnel entrance on an island surrounded by water, because Hover would allow it to travel there, but not if the entrance is surrounded by cliffs. This allows for a great deal of various effects, but IMO, Burrowing and Teleport locomotor would be the ones most used (as Tunnel and Teleporter, which can both go anywhere)

Of course, nothing speaks against having a teleporter platform with MaxOccupants, thus allowing more than two Entrance points to be owned per player, or any other combination.

Revision history for this message
Renegade (renegade) wrote :

Argh, looks like I closed the other issue as duplicate a month ago and never assigned myself to this one. :/

So yeah, I will do something like this, I will at least do a version that would also work as a Stargate or transporter of sorts (as in, enter building A with anim, exit building B with anim), and I will look into enabling the on-demand creation of actual map-wise tunnels - but that latter part is not promised at all.

I also don't know yet when I'll do this, since -as you can see- the roadmap is full of stuff already.

As usual, the bigger the community support, the higher the priority.

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Marshall (m-edward) wrote :

Also, the ability to turn this on/off via a super weapon (like the Firestorm!) Actual working Stargates would be super-awesome!

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Bug Importer (bug-importer) wrote :

I like the idea of teleporter you could but you could set on to Primary as in

START TELE==========================================END TELE1
                                     \
In Basic terms there will be \
a building called START TELE then you =============END TELE2
set one of the others as END TELE \
Make it so You can build as many \
as you want but for END TELE make ==========END TELE3
it so one has to be Primary :^)

                                                      ~HOTROD20~
                                              ppmsite.com renegadeprojects.com

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Bug Importer (bug-importer) wrote :

Or you could have

START TELE1====================\
                                \
                                 \
START TELE2=================================END TELE
                                 /
                                /
START TELE3====================/

                                                      ~HOTROD20~
                                              ppmsite.com renegadeprojects.com

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Firefly (firefly) wrote :

I like the stargate idea. but you can just build two of them.
you have to build one of them and the second one is built with a superweapon-like cameo, which is available right after you built up the first one.
STARGATE1 STARGATE2

Tunnels should work like in generals. build as much tunnels as you want (or maybe give it a limit of 4 or so). for each tunnel the number of occupants increases by 5. you can enter the tunnels from every "station" and deploy from every station.

TUNNEL1 [|||||||||||] TUNNEL2
                    [OCCUPANTS]
TUNNEL3 [|||||||||||] TUNNEL4

Revision history for this message
MasterHaosis (masterhaosis) wrote :

I like idea of Tunnel network too! I strong support that idea!
Just make building with Tunnel=yes set some number of occupants (10 perhaps) and that is it. Send units in one tunnel, select any other double click, and all units will exist.
Of course, you do remember that TunnelNetwork can heal infantry and repair vehicles when they are inside. Make also something like this.

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Bug Importer (bug-importer) wrote :

I would also like to see a system where the tunnel network has diffrent tunnels as in:
tunnel1=yes (all units who enter belong to tunnel1)
tunnel2=yes (all units who enter belong to tunnel2)
tunnel3=yes (all units who enter belong to tunnel3)
etc.

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

you mean TunnelNo=1/2/3/4/5/etc

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EagleEye (eagleeye) wrote :

How about instead of Tunnel=yes/no, Tunnel=string, defaulting to null, so there could be multiple Tunnel types.

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

Which is exactly what I just suggested :/

AlexB (alexander-b)
Changed in ares:
assignee: Renegade (renegade) → AlexB (alexander-b)
status: In Progress → Fix Committed
milestone: none → 0.e
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