Talk:TODO/ladder

From UFO:AI

Just some random thoughts about climbing ladders:

  • Do we allow shooting when the unit is located on a ladder?
    • If not wouldn't it be best to only let a unit climb a ladder if it has enough TUs to climb all of it? -> No unit will ever be 'stuck' on it.
      • exactly what you wrote - there is no possible to "stuck" on the ladder, because in any point an actor cannot stop "on the ladder"; when he has enough TUs he climbs, when he does not, he cannot climb--Zenerka 15:34, 7 August 2007 (CEST)
      • Ok, just what i thought then.
        • What about RF? Will that properly fail to trigger? --BTAxis 16:14, 7 August 2007 (CEST)
          • Since this means we do not let people stay on the ladder on an enemy turn no RF will every be triggered (on our side). At least that is the plan, I'm sure there are people who would want this (staying on a ladder) though ;) --Hoehrer 16:31, 7 August 2007 (CEST)
            • RF doesn't trigger on *your* turn. So while the enemy climbs the ladder on their own turn, *we* might shoot. And vice versa. It's not about staying on the ladder, it's about shooting while someone is climbing. --BTAxis 16:53, 7 August 2007 (CEST)
              • Yes, I know when RF is triggered. Why would we not want to shoot climbing enemies with RF? The only thing we need to make sure is to prevent people that are currently climbing the ladder to shoot. If that is not what you meant I really do not understand your point right now - I hope to be online on IRC later this afternoon so we can discuss this. --Hoehrer 17:04, 7 August 2007 (CEST)
                • Oh, so that's not a problem. For some reason, I thought firing at climbing enemies would be problematic with aiming and death animations and falling corpses and whatnot. But if that's not the case then all is well. --BTAxis 17:05, 7 August 2007 (CEST)
                • I understand your point, now thanks for pointing this out. Animations will look wrong as long as we do not make new ones. Letting the corpse fall down is quite possible from the code-side of view. Since we need animations for climbing as well it's more very likely that we'll include stuff like this ("falling dead from a height" and "hit while climbing" animations) as well as soon as we can animate all the (older) models. Until then we could just use dummy animations for this - that's up for debate. --Hoehrer 17:13, 7 August 2007 (CEST)
  • Programming issue: How is this 'climb' information from the brush put into pathfinding data (i.e. routing_t struct?)
    • I don't know yet. I hope mattn will give a clue here in the future. :->--Zenerka 15:34, 7 August 2007 (CEST)
      • I'll have a look at this then. I do not know much about the map-compiler though (and the routing/pathfinding preparations in it). But as soon as we have information in the routing_t struct (not to self: something like R_CONN_UP and R_CONN_DOWN) I think I could manage to hack the map/grid functions to support the climbing calculations (TUs). --Hoehrer 15:50, 7 August 2007 (CEST)
  • Advanced stuff
    • Weight limitations?
    • Elevators? (seperate issue I think?)
    • Checks for actors standing at the destination square?
      • Yes, but does anything change in that? It will be like the current situation - if destination tile is not free, stop moving--Zenerka 17:26, 7 August 2007 (CEST)
    • In team play, what if two players want to use the same ladder, but the first player ends up obstructing the second player AFTER the second player has confirmed his move?
      • Bad luck for the second one and he has to stop before entering the ladder, I suppose?--Zenerka 17:26, 7 August 2007 (CEST)
  • animations - so, what new animations would we need? currently i can think about:
    • actor climbing
    • actor falling down after being killed at the ladder
    • how about that: if an actor has holdtwohanded weapon, play an animation when the actor moves the rifle to the back to make his hands free?