Teams
by Chip Lambert · in RTS Starter Kit · 03/02/2005 (8:34 am) · 3 replies
Hey Guys
The game I'm working is gonna have 4 different teams. Each team is gonna have some unique units to is (resource gatherers, elite units (similar to Tonya or Yuri from the C&C franchise). Is there already somewhat of a team implementation here or do I need to add it in using one of the Team Implementation resources for stock Torque.
After that I'm sure it wont be to bad to add the special units and all at least in theory...
Thanks guys.
Chip
The game I'm working is gonna have 4 different teams. Each team is gonna have some unique units to is (resource gatherers, elite units (similar to Tonya or Yuri from the C&C franchise). Is there already somewhat of a team implementation here or do I need to add it in using one of the Team Implementation resources for stock Torque.
After that I'm sure it wont be to bad to add the special units and all at least in theory...
Thanks guys.
Chip
#2
03/02/2005 (10:19 am)
Thanks Stephen, I had looked over your mini resource and was getting ready to go into more depth with your resource management. I thank ya very kindly sir!
#3
(unless of course you plan only playing multiplayer :-) )
03/09/2005 (5:05 pm)
Teams are almost worthless if you dont have an AI (unless of course you plan only playing multiplayer :-) )
Torque 3D Owner Stephen Zepp
Additionally, the Resource Management/Building Actions Resource could be very easily modified to allow for team specific buildings--you would want to add a value for each building type that contains the teams that are allowed to use the building, and then check this value whenever a client requests a building action. Keep in mind here that the "team" in this case is not the same as the "team" in the paragraph I mentioned above--but really more of a "faction", or "race" concept, so you probably don't want to link the two directly.