PA Server API Requests

Discussion in 'Mod Support' started by wondible, June 23, 2014.

  1. Raevn

    Raevn Moderator Alumni

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    Sounds more like you just want a push class added to features ;). That's a more generalised solution, and ties in well with: wreckage_feature (https://forums.uberent.com/threads/pa-server-api-requests.61182/#post-950044)
  2. wondible

    wondible Post Master General

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    Allowing units and effects (and sure, why not features) to freely create each other would open up a lot of possibilities - "jumping", building squads of units, chain-lightning attacks, unit launchers (canons even?)
    Last edited: November 15, 2015
  3. stuart98

    stuart98 Post Master General

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    Could we have the navigation type be reworded to use world layers instead of land-small/amphibious/air/orbital/deepwater/whateverelsethereis
  4. stuart98

    stuart98 Post Master General

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    I'd like a new "WL_AnyHorizontalGroundOrSeaFloor" world layer.
    Last edited: September 20, 2014
  5. stuart98

    stuart98 Post Master General

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    A new navigational layer of "hover", which makes the unit able to path on ground and on water_surface.

    @chargrove Any chance that the more simple of these (hover navigaional layer, anyhorizontalgroundorsea floor world layer) might get implemented soon? They'd be immensely helpful to modders.
  6. stuart98

    stuart98 Post Master General

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    Suggested Flag: allied_wreckage
    Normal Location: in any unit.json file.
    Variables accepted: boolean
    Default variable: False
    Prerequisites: none
    Expected Behaviour: Makes the unit still be team aligned upon death (i.e. projectiles travel through it if they're from that team).
    Example: In land_barrier
    "allied_wreckage": true
    When the barrier dies projectiles from the team it spawned with will now travel through it.

    The immediate use I have for this is Statera walls, which turn into wrecks upon completion so that they're untargetable but have the unfortunate side effect of making turrets unable to shoot over them.
    Last edited: October 10, 2014
  7. squishypon3

    squishypon3 Post Master General

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    Which is odd seeing as turrets are much taller than them...
  8. zx0

    zx0 Well-Known Member

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    Suggested Flag: "radar_multiplier","sight_multiplier"
    Normal Location: replace blueprint parameters "ignore_radar","ignore_sight"
    Variables accepted: float
    Default value: 1.0
    Expected Behaviour: Should multiply enemy radar or sight range versus unit with these paramethes istead of just ignoring it.

    Can be useful for mines to make them invible by radar hardly visible by sight, so that units can occasionally run into them.
  9. lokiCML

    lokiCML Post Master General

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    Somebody sticky this. Please.:D
    cola_colin likes this.
  10. cola_colin

    cola_colin Moderator Alumni

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    weird that client was sticky, but server nott.
  11. lokiCML

    lokiCML Post Master General

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    Yeah it was a little weird.
    Last edited: November 16, 2014
  12. wondible

    wondible Post Master General

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    Ability to override noise for height, temperature, and metal. Extended: ability to use the slider values in noise definitions and/or placement conditions. Stretch: custom properties/sliders for new biome types.
  13. wondible

    wondible Post Master General

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    These are probably obvious, but I don't think they are written down.

    Strategic Icons in Server Mods
    Right now they need separate client mods. Almost thought I had a workaround for this, but that atlases don't have a pageId to send messages to.

    Lobby Mods in Server Mods
    If a mod wants custom lobby information or selections, every player has to have the matching client mod.

    Resolve the System/Mod Race
    Using custom biome types is a race between downloading mods and downloading the system definition; it requires extra care to select the system after all players are in.

    Single-Mod Planet Types
    A client mod is needed for system editor, a server mod to play it. Not really sure how resolve this one since the mods are in different directories. Perhaps activate server mods in the editor?
  14. stuart98

    stuart98 Post Master General

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    On second thought, I've got a better idea.

    Suggested Flag:
    ignores_wreckage
    Normal Location: in any ammo.json file.
    Variables accepted: boolean
    Default variable: False
    Prerequisites: none
    Expected Behavior: Makes the projectiles ignore any wreckage in their path when true.
    Example: In laser_defense_ammo.json
    "ignores_wreckage": true
    The laser shall now pass through those pesky inferno wreckages.

    MOAR

    Suggested Flag: volley_fire; volley_fires; volley_capacity; reload_time
    Normal Location: in any tool_weapon.json file.
    Variables accepted: array; boolean; float; float
    Default variable: False
    Prerequisites: The array existing.
    Expected Behavior: This would be an array that specifies volley fire weapons. If the field "volley_fires" in the array is set to true, then the weapon now fires in a volley. Fire rate determines the rate in between shots as normal. Volley_capacity determines the amount of shots that are fired in the volley before it has to reload, and reload time determines the time it takes to reload before firing another volley.
    Example: In aa_missile_vehicle_tool_weapon.json
    "rate_of_fire": 2,
    "volley_fire": [
    "volley_fires": true,
    "volley_capacity": 6,
    "reload_time": 5,
    ]

    The spinner will now fire missiles in volleys of 6 firing two missiles every second for 3 seconds during the volley, with a reload time of 5 seconds after depleting its reserves before it can fire again.
    Last edited: February 1, 2015
  15. Raevn

    Raevn Moderator Alumni

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    https://forums.uberent.com/threads/pa-server-api-requests.61182/

    volley_fires isn't needed (or the array). volley_capacity would simply default to 1, and if it's anything greater, then volley firing is enabled and reload_time comes into effect.
  16. zx0

    zx0 Well-Known Member

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    I would like to suggest for transporter_attach_bone to be an array and load command to load multiple units.
    stuart98 likes this.
  17. zx0

    zx0 Well-Known Member

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    What should happen if spinner kills all targets before it fires 6 missiles? We wouldn't want it to wonder around with half of it's missiles. We could add volley_recharge_delay flag, so that weapon starts reloading automatically if volley_recharge_delay seconds passed after weapon last fired.

    We could also use ammo_ system instead of volleys. Let's make "infinite" ammo_source also work like energy and metal (ecxept it wouldn't need energy or metal). Then add recharge_delay, recharge_time and ammo_min_charge flags. If recharge_delay seconds passed since the weapon fired last time then it wouldn't fire until recharge_time seconds passes after this moment and weapon has >= ammo_min_charge energy/metal/infinite.
    stuart98 likes this.
  18. wondible

    wondible Post Master General

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    Ability to prevent a unit's energy consumption from being toggled. Ex: a capacitor that both produces and consumes energy to reduce the % impact of overspending.

    Some other nice things would be setting production to toggleable, and ability to tie more unit attributes to on/off state (like a mobile unit that can't move or fire while off)
  19. stuart98

    stuart98 Post Master General

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    Suggested Flag: assist_units
    Normal Location: in any unit.json file.
    Variables accepted: Array
    Default variable: none
    Prerequisites: none
    Expected Behaviour: If present, makes it so that only the specified unit.jsons can assist the construction of the unit.
    Example: In artillery_long
    "assist_units": [
    "/pa/units/land/fabrication_bot_adv",
    "/pa/units/land/fabrication_vehicle_adv"
    ]


    The holkins will now only be assist-able by the advanced land fabbers.

    Suggested Flag: unassistable
    Normal Location: in any unit.json file.
    Variables accepted: boolean
    Default variable: false
    Prerequisites: none
    Expected Behaviour: Makes it so that only a single unit can assist the unit that is being built.
    Example: In artillery_long
    "unassistable": true,

    The nuke will now only be assist-able by the nuke launcher, no fabbers will be able to assist it.
    Last edited: February 18, 2015
    Nicb1 likes this.
  20. cola_colin

    cola_colin Moderator Alumni

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    the second flag is redundant to assist_units: [], but I like more flags and stuff for more control over gameplay :)
    stuart98 likes this.

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