RTS Foibles
by Richard Van Stone · in RTS Starter Kit · 02/21/2006 (10:39 am) · 1 replies
I'm working on my project for the rts game and I don't think I have a full understanding of how to setup my units. I have several different troops that can do different things and what I'm wondering is if I have to create a seperate datablock for each so that their stats and powers are different.
Ie Troop1(Unit)
Member 1 - Brute
Member 2 - Hand 2 Hand
Member 3 - Hand 2 Hand
Member 4 - Psychic
Member 5 - Range
Member 6 - Range
So in clear english, I'm wondering do I need to have a datablock set for each type ie brute, h2h, psychic and range or do I need to create datablocks for each "character" in lamens terms ... Pikachu...Bulbaur etc.
This is what I'm thinking the datablock/parenting structure would look like..
Player
---Brute
---H2H
---Psychic
---Range
------Quill
------Spit
Is my thought process correct so far? Quill and Spit represent two types of units a player can put into effect which is a subclass of Range which is a subclass of Player. I hope that's right, please let me know when you have a few moments.
Ie Troop1(Unit)
Member 1 - Brute
Member 2 - Hand 2 Hand
Member 3 - Hand 2 Hand
Member 4 - Psychic
Member 5 - Range
Member 6 - Range
So in clear english, I'm wondering do I need to have a datablock set for each type ie brute, h2h, psychic and range or do I need to create datablocks for each "character" in lamens terms ... Pikachu...Bulbaur etc.
This is what I'm thinking the datablock/parenting structure would look like..
Player
---Brute
---H2H
---Psychic
---Range
------Quill
------Spit
Is my thought process correct so far? Quill and Spit represent two types of units a player can put into effect which is a subclass of Range which is a subclass of Player. I hope that's right, please let me know when you have a few moments.
About the author
Torque Owner Dracola