Sea Change: Structures

Back to Sea Change.

  • Integrate land and sea structures. Putting script-hidden/detected pontoons on most models should be the major hurdle to this.
    • HLT/FHLT
    • Radar
    • TL/DCL
    • Mex (Floating)
    • Fusion
    • Flak
  • New sea structures (Add pontoons/water depth/floating).
    • Geos?
  • Behemoth will have probably have to wait until non-torpedo underwater weapons are supported. Saktoth: They are, but im not sure there should be an underwater behemoth....
  • Review T1 naval defenses: floating missile tower, torpedo launcher, FHLT, depthcharge launcher. Maybe some sort of floating subMissile launcher as an early defense.
  • ATL on land? Land-based subMissile launcher?
  • Floating solars? Floating advanced solar?

Evil4Zerggin: Unfortunately, setting a waterline for structures causes them to ignore maxslope even on land. Waterline is necessary to fix the structure's position relative to the water's surface. Without waterline, the structure will sit on the seabed. Saktoth: How was the ravager floating, recently? Through script? Did its hitsphere float? Can we do this? Evil4Zerggin: The Ravager's suspension script (COB) was originally based on the ground height, but not less than zero (i.e., the water surface). I don't know if the hitsphere floated; I'll experiment when I get a chance.

Evil4Zerggin: It looks like a hitsphere is not directly attached to the unit's model:

jk: i would prefer the usage of a widget, which will simple swap the models/units while you place it. this way you could still use 2 different models (i.e. for metal makes, floating mexes,dt's) and still only have 1 build icon, we also could put them into 1 luadef and define 2 different models etc..

Saktoth: We badly need a hitsphere moving lua. But the way you describe doing it would be very good, yes. Though it does increase the reliance on lua- a lot of functionality is disabled without lua but AFAIK, you can still prettyuch play (Say, an AI). This would destroy that entirely, wouldnt it?

Evil4Zerggin: Couldn't we just merge the models and show/hide the two versions of the model using COB? Or are there performance issues with this? The hitsphere thing is still a barrier, though.