colobot / colobot

Source code of open-source Colobot: Gold Edition project developed by Epsitec and TerranovaTeam
http://colobot.info/
GNU General Public License v3.0
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Programmable DefenseTowers #374

Open krzys-h opened 9 years ago

krzys-h commented 9 years ago

It would be cool to change their default behaviour. Althrough I think it shuold be only a feature for level designers, they could make towers shoot to player's bot if he does something he sould not be allowed to.

gergelypolonkai commented 9 years ago

I think programmable buildings in general would be cool, like giving a produce order to a bot factory. On 8 Nov 2014 17:41, "krzys_h" notifications@github.com wrote:

It would be cool to change their default behaviour. Althrough I think it shuold be only a feature for level designers, they could make towers shoot to player's bot if he does something he sould not be allowed to.

— Reply to this email directly or view it on GitHub https://github.com/colobot/colobot/issues/374.

krzys-h commented 9 years ago

If you just want to tell BotFactory to produce a bot, it's already implemented

object item = radar(BotFactory);
item.factory(WheeledGrabber);
Anton-V-K commented 7 years ago

If I understand correctly a defense tower is especially effective against flying enemies, while most other ground bots are not. I'm not sure which AI-script stands behind default behavior of the defense tower (probably it is a kind of "shoot nearest enemy"), but I can imagine a mission where different kind of enemies (let's say ants and wasps) attack simultaneously in the way which could require reprogramming defense tower to focus on flying enemies, while ground fighters will take care of other enemies. One more option to reprogram a defense tower is to take into account the distance to an enemy (f.i., to increase hitting probability and save energy).