Gorge to Build Harvesters?

Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
Devs recently said on twitter that the gorge will be getting a new ability and 2 more structures.

While trying to get rid of most of the NS2 code for my mod I discovered this in the tech data code for alerts....


<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[kTechDataId] = kTechId.AlienAlertGorgeBuiltHarvester,<!--c2--></div><!--ec2-->

Is the Gorge going to be able to build harvesters again? I really hope so :)

Comments

  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Would that mean they'd take it away from the alien khamm? While I definitely think it'd be nice for them to be able to build harvesters again, it may make the role overlap with the alien khamm even more confusing. The way I see it, the alien khamm should be the one <i>establishing</i> map control, with the gorge there to <i>maintain</i> it. (Putting up defenses, healing structures and players, restoring broken cysts, etc)
  • fsfodfsfod uk Join Date: 2004-04-09 Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    You should know that bit of code has been in there since build 152
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Doesn't that code mean the gorge will get an alert to build a harvester, after it's placed by the comm?
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    Couldn't that code refer to the action of Gorge building a harvester that has been placed nearby?
    Personally I don't think Gorge should have the ability of building a harvester, I would prefer if it had a 'syphen ability' feeding resource to team-hive, providing the option to COMM to build.
  • fsfodfsfod uk Join Date: 2004-04-09 Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    It seems it was more than just a techId but all the code for it was removed in build 188

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Gorge:ProcessEndMode()

      local ability = self:GetActiveWeapon()
      if ability and ability:isa("HydraAbility") then
      
          ability:CreateHydra(self)
      
      elseif ability and ability:isa("HarvesterAbility") then
      
         ability:CreateHarvester(self)
      end
    end


    function HarvesterAbility:CreateHarvester(player)

       // If team has enough carbon
       if Server then
      
           local coords, valid = self:GetPositionForHarvester(player)
      
           local team = self:GetTeam()
           local cost = LookupTechData(kTechId.Harvester, kTechDataCostKey)
           if valid and (team:GetCarbon() >= cost) then
          
               // Get resource point
               local origin, resourcePoint = self:GetResourcePoint(player)
               if resourcePoint ~= nil then

                   // Create structure
                   local harvester = CreateEntity( Harvester.kMapName, origin, player:GetTeamNumber() )
                   harvester:SetOwner(player)
                  
                   if harvester:SpaceClearForEntity(origin) then
                  
                       harvester:SetAngles(resourcePoint:GetAngles())
                      
                       // Attach to resource point
                       harvester:SetAttached(resourcePoint)
                      
                       player:PlaySound(player:GetPlaceBuildingSound())
                      
                       team:AddCarbon( -cost )
                      
                       // Trigger alert for Commander
                       team:TriggerAlert(kTechId.AlienAlertGorgeBuiltHarvester, harvester)
                      
                   else
                       DestroyEntity(harvester)
                   end
                  
               end
              
           end
          
       end
      
    end<!--c2--></div><!--ec2-->
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    It should build a Mini-Harvester to occupy the Res Node because the Alien Comm. doesn't pay enough salary for poor ol' Gorge :(
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Gorge's can already build extractors....
    Though, their is little point since they autobuild. However, I've used this ability to fastbuild crags/whips/shades while marines attack a hive.
  • ÒŗăNģёÒŗăNģё Join Date: 2012-02-09 Member: 144437Members, Constellation, Squad Five Blue
    Evolve gorge, find unbuilt structure(not hive), hold E, get +5

    Doesnt always give +5 which i assume is because the alien structures have auto-build which can get that last 1% before you...
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited March 2012
    Nice find fsfod. So it was an option in the code, but they removed it. Shame, I was hoping it was coming in rather than going away :(

    This code is for gorges to plant harvesters, not just build them on 'e'.
  • Smug_LobsterSmug_Lobster Join Date: 2009-06-22 Member: 67903Members
    I still think Gorges should have to build the structures placed by alien comm.
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