Outpost Universe Forums

Outpost Series Games => Outpost 2 Multiplayer => Topic started by: jcj94 on December 17, 2010, 08:28:33 PM

Title: Good Mappers Only
Post by: jcj94 on December 17, 2010, 08:28:33 PM
Okay... I've done chess on Starcraft ONCE.. and that was a pain and buggy as hell.  But while I was at it, I thought "what if we had this in Outpost 2".  Then an idea was born.  I know this would be a pain in the a** to code and do the map for, but I think it would be a good idea.  If any of you could figure out units for each type of piece
 
I was thinking:
Scout:Pawn
Lynx:Rook
Panther:Bishop
Tiger:Knight
ConVec:Queen
Repair Vehicle:King

If you guys have ideas on pieces to use or just how to code this with me or help me debug, please, feel free to post
 :op2:  :ph34r:  
Title: Good Mappers Only
Post by: Spikerocks101 on December 17, 2010, 09:10:25 PM
I suggest you use the edit button before SirBomber or Kayedon sees this O.o
Title: Good Mappers Only
Post by: Sirbomber on December 18, 2010, 01:09:52 AM
And I suggest you learn to read, 'cuz there's no capital b in my name.
Title: Good Mappers Only
Post by: TH300 on December 18, 2010, 04:04:41 AM
JCJ, why don't you come on irc to play some games with us? Its more active than the last weeks right now.

For the chess game: why don't you differentiate the pieces by their weapon, e.g.
- Pawn = Microwave
- King = Supernova

Edit: typos
Title: Good Mappers Only
Post by: CK9 on December 18, 2010, 12:28:19 PM
but then you have to require no eden players...

If the map is a chessboard, then that's an easy one.  The hard part is nulling the existing code from the game enough to keep it turn based and to prevent attack units from fighting normally...
Title: Good Mappers Only
Post by: Sirbomber on December 18, 2010, 01:27:37 PM
Well, obviously one side is Eden and one side is Plymouth (so King = Nova or Thor).

As for not getting combat units to fight, set weapon range to 0.
The tricky part is keeping them from moving.
Title: Good Mappers Only
Post by: TH300 on December 18, 2010, 02:15:51 PM
An ugly solution would be to take ownership of a players units away from that player if its the other player's turn. Illegal moves could be prevented by dynamically setting terrain impassable and passable. E.g. in the moment the player selects a unit all places where the unit may not move to are set to impassable. Maybe warps have to be used for the knight. And some more refinement is probably needed.