Game Development Community

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.

#1
02/21/2006 (11:25 am)
I would think so unless you could somehow work your way around it like having a range datablock and then when you create a quill it uses the range datablock and certain buffs to make it a quill. There might be something to set a shape so quill and spit don't use the same model but I don't know it off the top of my head. It might just be easier to make seperate datablocks.