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 Post subject: What parameters can a plugin change?
PostPosted: Wed Mar 25, 2009 11:45 pm 
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Joined: Fri Apr 04, 2008 10:50 pm
Posts: 169
So if you would want to change something in a config file what would it be?
This is separated from units/terrains/cos/cities.

I'll keep a list here:
viewtopic.php?f=108&t=8911&p=212142#p212142

for example would it be interesting to change:
the unit movement delay
the end turn delay
maybe small annoyances that could be solved by changing a value... anything goes.


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 Post subject: Re: What parameters can a plugin change?
PostPosted: Thu Mar 26, 2009 3:27 am 
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Joined: Fri May 04, 2007 3:18 am
Posts: 520
You mean, like a full list.

Terrain:
ID Type (road, forest, shoal, sea, etc...)
Defense Stars
Terrain Height (Mountains are higher... if applicable)
TileRange
canHide (for FOW)
Movement Cost[type] (each unitID type)

City (and/or Inventions):
ID Type (city, HQ, factory, Talon Gun, Balck Cannon, etc...)
HP (if applicable)
Vision (if applicable)
changeVision[type] (Inf/Mech on mountains)
TileSize (in pixels)?
TileRange (1x1, 2x2, etc...)
Daily Funds (if applicable)...
Capture Points (if applicable)... [no points/ can't capture]
canBuildUnits[type] (if applicable)
canDestroy (if applicable)
canLaunch
canSupply
canHeal
dayTrigger (How many days must pass before it triggers an event)
unitRestrictions (if applicable)
canLaunch[type] (Silo units in AWDS)
FireRange[type] (For Talon Gun, BlackCannon)

Unit:
ID Type: (inf, mech, bike[tireA], tread, air, etc...)
TerrainType: (land, sea, air, etc...)
Specialist Type: (transport, pipe, vehicle, recon, copter, plane, stealth, carrier, hover, oozium, bomb, warship, etc...)
Unit Height: (For Airplanes... if applicable)
COZone range (if applicable)
Vision
Fuel
maxFuel
HP
maxHP
movementRange
maxMovementRange
material
maxMaterial
movementType (Regular, Perfect, Ghost, Teleport, etc...)
AttackType (None, Direct, Indirect, Ballistic(Battleship in AWDoR)...)
counterAttackType( None, Direct, Indirect, Ballistic (indirect counter) )
Weapon 1 Type (Rockets, Missiles, Cannon, etc...)
W1Ammo
W1maxAmmo
Weapon 2 Type (Maching Gun, AAGun, etc...)
maxfireRange
minFireRange
maxLoad (if 0, can't load units)
canCapture
canBuildBuildings[type] (Rigs in AWDoR)
canBuildUnits[type] (Carriers in AWDoR)
canHide (for FOW/abilities)
detectValue (for Stealth/Subs Hide/Dive & Spyplane's Detectable Ability)
canDestroy (Oozium Units)
canExplode (BlackBomb Units)
canSupply
canHeal (BlackBoat Units)
canLaunch (No units do this yet)

----------------------
I can't think of anymore things that can change. If you want items a map should be able to change, that is a new page altogether :)

-JSR


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 Post subject: Re: What parameters can a plugin change?
PostPosted: Thu Mar 26, 2009 4:18 am 
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Joined: Tue May 08, 2007 6:19 am
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JakeSamiRulz wrote:
FireType (None, Direct, Indirect, Ballistic(Battleship in AWDoR)...)
It would be better to have canFireAfterMove as a separate attribute... someone might want to make a direct attack unit that can't fire after moving!


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 Post subject: Re: What parameters can a plugin change?
PostPosted: Thu Mar 26, 2009 6:05 am 
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Joined: Fri May 04, 2007 3:18 am
Posts: 520
Quote:
AttackType (Direct, Indirect, Ballistic(Battleship in AWDoR)...)
counterAttackType(Direct, Indirect, Ballistic (indirect counter) )


Here we go...

Units will have an Attack Type and a counter Attacking type. I guess now you can have units that can move and not attack, but have a strong counterattack... :P
Indirects can't counterattack, but indirects with type "ballistic" can counter other indirects... I guess.
Any unit with a maxfireRange of 0 can't attack. So this should open up the borders to more types of units.

I dunno. This should cover like almost all the attributes we can think of. If you think of anymore, post em up... When it comes to CCO's however, we'll be doing the same thing all over again :)...

-JSR...


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 Post subject: Re: What parameters can a plugin change?
PostPosted: Sat Mar 28, 2009 4:59 pm 
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Joined: Tue May 08, 2007 6:19 am
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Actually, I don't think there is a need, on an engine-level, to distinguish between "direct" and "indirect" units. We already have the variable for "range", and the ability to move after firing can be defined as a separate attribute.

"direct" and "indirect" should be left as flags for the mod to separate between units affected by different CO powers and abilities and such, and it would probably be best if the mod could define flags of its own, or just use numbers and leave nomenclature like "direct", "tank", "airplane" etc. etc. as pure textual fluff to be used in the ingame descriptions. Not something the engine should need to be concerned with.

Looking at the config files for MiniWars, it seems to me that Tapsi is going with a highly abstract approach like this and I think it's going to work good.


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