Rts Pack?
by Donny Alumbaugh · in Torque Game Engine · 09/22/2004 (6:51 am) · 7 replies
Just wondering if there was a status for the RTS pack.
(I would have searched the forums, but searching on 'rts' returns nothing. In a related question, will we ever have a working forum search?)
(I would have searched the forums, but searching on 'rts' returns nothing. In a related question, will we ever have a working forum search?)
About the author
#2
Thanks for asking. We've been busy, busy, busy lately with very high priority projects. The RTS pack isn't *quite* high enough to make the cut of late.
However, we will finish the RTS pack, and hopefully very soon. It's very close as-is. Couple bugs left is just about all.
Some good progress has been made lately, and in fact we've brought on Pat Wilson to help finish it up since Ben and I haven't had time and the interns (Wes Beary and Chris Weiland) who were working on it over the summer are now very busy with school.
Watch out for announcements at IGC. :)
Sorry for the delays, but the upside is... we're working on even cooler stuff. :) The RTS Foundation Pack is still coming, and soon! We'll keep ya posted as soon as there's news to talk about.
09/22/2004 (9:58 am)
Hi Donny,Thanks for asking. We've been busy, busy, busy lately with very high priority projects. The RTS pack isn't *quite* high enough to make the cut of late.
However, we will finish the RTS pack, and hopefully very soon. It's very close as-is. Couple bugs left is just about all.
Some good progress has been made lately, and in fact we've brought on Pat Wilson to help finish it up since Ben and I haven't had time and the interns (Wes Beary and Chris Weiland) who were working on it over the summer are now very busy with school.
Watch out for announcements at IGC. :)
Sorry for the delays, but the upside is... we're working on even cooler stuff. :) The RTS Foundation Pack is still coming, and soon! We'll keep ya posted as soon as there's news to talk about.
#3
09/22/2004 (3:20 pm)
Just a little RTS tech questions: The RTS "class" is really just a new ai player class with built in squads & ect, right? Can these bots use ranged weapons such as gun or bows/arrows and melee weapons? I also read that the RTS players don't have mounted weapons, is this true?
#4
If you wanted to have a unit that could swap weapons dynamically, I'd recommend either creating separate models, or animating out the weapon swaps. If you really wanted to use mounted weapons, you could enable support, but it's probably not an optimal solution for an RTS with lots of units (could be just fine though for game designs with fewer units).
Hope that helps clear things up a bit. :)
09/23/2004 (12:14 am)
Josh, you're close to correct. The RTSUnit is a heavily overrided Player with different physics, rendering, and other behavior. RTSUnits don't need weapons, as-is. They get rid of the Player class' idea of weapons and mounts, though they can work with melee or projectile "weapons" (and projectiles work, in a very network-efficient manner). For example, the demo we're working on shows both ranged and melee units in action.If you wanted to have a unit that could swap weapons dynamically, I'd recommend either creating separate models, or animating out the weapon swaps. If you really wanted to use mounted weapons, you could enable support, but it's probably not an optimal solution for an RTS with lots of units (could be just fine though for game designs with fewer units).
Hope that helps clear things up a bit. :)
#5
Are you guys going to port this to TSE, too(after EA)?
09/23/2004 (9:17 am)
Thanks for the answers. The Illumina manager wants to have RTS style bot control via the commander map. We wouldn't be using 20+ RTS units, so somekind of switchable weapons would be good to add.Are you guys going to port this to TSE, too(after EA)?
#6
09/23/2004 (2:30 pm)
That's my plan. :) Not sure if it'll definitely happen, but it would make a lot of sense to do it. We'll keep ya posted.
Torque Owner Thijs Sloesen
Scattered Studio