Difference between revisions of "TODO/2.5/9 Soldiers Support"

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Latest revision as of 16:58, 27 January 2013

9 soldiers support (Duke | [done])

  • overcome the assert on assignment (geever | [done])
  • update equipment UI to support more than 8 soldiers (geever | [done])
    • also the skirmish and multiplayer team ui (geever | [done])
  • create a HUD for 8++ soldiers (MCR | [done])
    • AltHUD and MiniHUD support up to 12 soldiers (MCR | [done])
    • DefaultHUD is still missing (MCR | [done])
  • overcome the hardcoded limit in the skirmish menu (geever | [done])
  • add human spawnpoints to some of the dropship tiles (ShipIt | [done])
    • I checked +africa. Each dropship has 13 spawnpoints, so you can use it for your tests. If you need something more special, just tell. ShipIt 21:58, 9 April 2012 (SAST)
    • Spawnpoints are in place on all maps now. ShipIt 14:59, 19 April 2012 (SAST)
    • I missed the baseattack. There could be a lot of soldiers in a base. Will the number of defenders be limited in some way? ShipIt 21:58, 8 May 2012 (SAST)

Discussions

add human spawnpoints to some of the dropship tiles

  • Each one should have at least 12 spawnpoints for soldiers than ? ShipIt
  • I checked +africa. Each dropship has 13 spawnpoints, so you can use it for your tests. If you need something more special, just tell. ShipIt 21:58, 9 April 2012 (SAST)
    • If dropship is able to carry that number of soldiers. (i/e/ Firebird has only 8 teamslots. --Kildor 05:14, 9 April 2012 (SAST)
      • I disagree. Should have as many as possible for each dropship, so that dropship capacity can be modded via scripts. --H-hour 13:16, 9 April 2012 (SAST)
        • Yes, you are right. Also we need something like «randomspawn» for phalanx team too, don`t we? And I think we need to move our discussion (and whole TODO-thread) to new page. --Kildor 08:55, 10 April 2012 (SAST)
          • «randomspawn» property works for all spawnpoints the same way, in my experience ShipIt 09:34, 15 April 2012 (SAST)