Unit Speed
by Richard Van Stone · in RTS Starter Kit · 02/05/2006 (12:57 pm) · 4 replies
I just purchased the rts kit this weekend so I'm slowly reading through the files so please bear with me if this has already been discussed and I just haven't found the answer yet. I'd appreciate any links/help that can be offered.
What I'm trying to find out is if there is a way to compute a 'unit speed' based off of the individual members of a unit. What I'm basically trying to do is make the whole unit move at the rate of the slowest unit member. In my game I have unit members that have 0 movement unless they're being carried so I'm wondering if this is already implemented or would I have to implement it myself.
Rich
ps I just remembered this question... I know you're suppossed to be able to have one unit attack a whole different unit but I couldn't get this done. If I clicked on a single member of a seperate unit....my attacking unit only attacked that character. How do you get them to charge a whole unit?
What I'm trying to find out is if there is a way to compute a 'unit speed' based off of the individual members of a unit. What I'm basically trying to do is make the whole unit move at the rate of the slowest unit member. In my game I have unit members that have 0 movement unless they're being carried so I'm wondering if this is already implemented or would I have to implement it myself.
Rich
ps I just remembered this question... I know you're suppossed to be able to have one unit attack a whole different unit but I couldn't get this done. If I clicked on a single member of a seperate unit....my attacking unit only attacked that character. How do you get them to charge a whole unit?
About the author
#2
02/05/2006 (1:23 pm)
Wow that was a quick response. So I assume then, in regards to the second question, that once I designate a target that I would have to alter the ai code to sweep the area and see if there's another enemy unit...if so move on and attack that one?
#3
02/05/2006 (7:24 pm)
Nevermind that last post I came up with several other possible solutions.
#4
I would suggest that you be careful however just how much you want them to do, and how often--with hundreds of units doing searches for new targets every tick, your system risks bogging down quite quickly. My project did implement an auto-attack functionality for enemies and it worked quite well with even a couple of hundred units, but it was done in the source as part of RTSUnit::processTick(), so was faster than using script.
02/06/2006 (1:27 am)
Yes, doing a container ray cast would be a quick solution for this. When they lose their aimObject for whatever reason, have them do a scan and see if they can find another.I would suggest that you be careful however just how much you want them to do, and how often--with hundreds of units doing searches for new targets every tick, your system risks bogging down quite quickly. My project did implement an auto-attack functionality for enemies and it worked quite well with even a couple of hundred units, but it was done in the source as part of RTSUnit::processTick(), so was faster than using script.
Torque 3D Owner Stephen Zepp
The second question is more complex, because the server has no real concept of units as a group of multiple RTSUnits...in other words, a squad. Squad information is only semi-kept on each client, and only for their clients, and that's only for when you make a "quick selection key", by hitting Cntrl-#, where # is the number you want to assign to that group. Again, this is simply a user interface enhancement, and the server itself has no way of knowing which "squad" a particular unit is in.