- Joined
- Aug 21, 2005
- Messages
- 3,699
Since I'm not really planning to get my idea implemented in a map, I'm just going to give some ideas that could enhance your (mechman) system
- An ability (captain) ~Ignore commands; which basically orders the squad to ignore the orders of the assigned commander. How it'd work? an ability based off immolation (activate/deactivate) leaves behind a buff at the captain. At the point/object/no target order triggers you implement a check (condition) to see if the captain has the buff. if he does, the trigger doesn't run...
this can be useful because you can individually control your commander without controlling your squad.
- Select Squad (Captain) selects all units (except the captain) in the squad. Can be useful if you wish to separate the captain and the squad in combination with "ignore commands".
- Add / Remove soldier (Captain) could still be implemented in your system I think. Ofcourse it wouldn't be nessecary, but I don't think it'd hurt if you enhance it by including it. Nobody forces you to use the abilities anyway
Basically, this could *easily* be implemented by removing the targetted unit from his assigned unit group (remove unit) or assigning it to a new squad (add unit) on condition it is not in another unit group yet.
- An ability (captain) ~Ignore commands; which basically orders the squad to ignore the orders of the assigned commander. How it'd work? an ability based off immolation (activate/deactivate) leaves behind a buff at the captain. At the point/object/no target order triggers you implement a check (condition) to see if the captain has the buff. if he does, the trigger doesn't run...
this can be useful because you can individually control your commander without controlling your squad.
- Select Squad (Captain) selects all units (except the captain) in the squad. Can be useful if you wish to separate the captain and the squad in combination with "ignore commands".
- Add / Remove soldier (Captain) could still be implemented in your system I think. Ofcourse it wouldn't be nessecary, but I don't think it'd hurt if you enhance it by including it. Nobody forces you to use the abilities anyway
Basically, this could *easily* be implemented by removing the targetted unit from his assigned unit group (remove unit) or assigning it to a new squad (add unit) on condition it is not in another unit group yet.