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ability to merge unmerge units

Renegade edited this page Dec 4, 2011 · 1 revision

Ability to merge/unmerge units

This specification was automatically generated from a feature request imported into Ares's LaunchPad bugtracker. If you are interested in fleshing out this feature, please update this page.

Original Request

Units being able to merge with another or same type of unit, resulting in a different unit. Said unit being able to unmerge into the original units. Suggested uses; cavalry (mounting & dismounting), Viscariods

ADDITIONAL INFORMATION

The following is the summary and additional information from duplicate bug:606:

You choose one unit to "attack" a friendly unit of the same type, and they play an animation, then a new unit is created. No thoughts on the how to implement the coding though.

I do have suspicions that this is too hard to make work, and maybe there are more efficient processes to achieve this.

-MT


Perhaps link this to the weapon.

Here are ideas for new tags and what you could use, doubt it is of any use though :P

  1. Check AffectEnemy=Y/N to see if it works, just in case this can be fired on an enemy.
  2. Check Affects=SOMEUNIT and see if the two types of unit are affected by the weapon
  3. Destroy the two units
  4. Use Delay=N1,N2 for the time delay, N1 being the delay for the anim to start after the initial units were removed, N2 being the delay for the actual spawning of the units to commence. Of course, 0,0 would be for no delays
  5. Use MergeAnim=SOMEANIM to decide what animation to play at this stage
  6. Use UnitResult=FINISHEDMERGINGUNIT to decide which unit to spawn at the end

Specification details

Goals

  • This needs to be filled by a supporter/drafter of this specification.

Suggestions / Notes

  • This needs to be filled by a supporter/drafter of this specification.

See also

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