Weapons/Ammo CACHE
Posted: Fri Dec 24, 2010 2:31 am
Reading some of the old threads ... Some players would like to see their troops re-man or capture an MG or MORTAR.
Here's how it would work ...
When an MG or MORTAR team is destroyed, it will drop an "effect-marker", shown like a victory point ... Now, I'll stop right there because players will say "That will clutter up the map! .... not true. There is a neat little script called "FUNCTION Keyboard_" that will allow the assignment of keys to perform a task. Well, simply create a toggle that will Show/Hide the markers.
Next, a new action_button can be displayed when the cursor is over the tile with the marker ... This will contain tooltip info that displays the contents of the cache.
Then, modeling the part where you take the cache can either be like a capture (removes 2-men from team, then adds the new unit), or the capturing unit can have an HE increase. For mortars, probably best to add new unit.
Just an idea I've thought up today.
Merr-E-Xmas.
Here's how it would work ...
When an MG or MORTAR team is destroyed, it will drop an "effect-marker", shown like a victory point ... Now, I'll stop right there because players will say "That will clutter up the map! .... not true. There is a neat little script called "FUNCTION Keyboard_" that will allow the assignment of keys to perform a task. Well, simply create a toggle that will Show/Hide the markers.
Next, a new action_button can be displayed when the cursor is over the tile with the marker ... This will contain tooltip info that displays the contents of the cache.
Then, modeling the part where you take the cache can either be like a capture (removes 2-men from team, then adds the new unit), or the capturing unit can have an HE increase. For mortars, probably best to add new unit.
Just an idea I've thought up today.
Merr-E-Xmas.