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| GPS Scan Enhancement | |
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Image: 'gps scan x -2 y -1' would scan 2 spaces north and one space west. Syntax: 'gps scan x +/-Z y +/-Z' Maybe also * and /. You can not do formulas, like 'gps scan x #x_pos+10/3 y #y_pos', but it would take your current X or Y, and +-*/ it with Z. |
| Scan Ahead | |
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Image: Showing all 'scan ahead' commands. Syntax: 'scan ahead 1-5' I know that 'scan ahead 1' would be the same as 'scan relative 1', but that is another issue. Maybe the syntax should be 'scan forward 1-5', I don't know. Also, maybe this could be added to to the 'scan left' and 'scan right' commands. |
| Multiple Position Scan | |
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Image: Possible multiple position scan combination (position 1456). Syntax: 'scan position XXXX' If you brake down then 'cross scan' and 'corner scan' commands, you really come down to 4 position scans in one command. This indicates the onboard processor's capability of executing 4 position scan simultainously. This should be taken advantage of, by adding this scan feature. Maybe this could also be added to the 'scan relative' command? I also think it is logical that since it is capable of executing 4 scans, it would also be able to execute less than four scans at a time, ex.: 'scan position 15'. This would scan directly in front and behind for relative scan, and north and south for position scan. |
| Scan Priority | |
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Image: Cybug locating both mine, flag and 'nothing'. Method #1: Syntax: set priority [object] [#] [object] is a mine, flag, barrier, enemy or nothing. And [#] is a number from 1 to 5 (the priority). The 'set priority' command should be free (IE: no subclick(s) required). Method #2: Syntax: 'scan command 012345' This method is adding a 'priority chart' to the end of every scan command. If the chart is omitted, standard priority (243510) will be used. Method #3: Adding a #scan2 variable, that would hold the value of the second most importand object. I don't think this variable would replace the above methods, but would definetely be a valuable addition to the CAICL. For this variable to be added, Method #1 could be changed to: set priority [scan] [object] [#] Where [scan] would be 1/2 (0/1). |
| New Weapon: Timed Mine | |
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Image: Cybug laying a timed mine. Syntax: 'lay timed mines on/off' and 'detonate timed mines' The time would be set to N subclicks before you layed the mine. Timed mine will perhaps require more ammo, and maybe some fuel to lay. I'm not sure about the 'detonate timed mines' command, it could make the timed mines too powerfull. |
| Grenade Enhancement: Set Grenade Time | |
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Image: Cybug launching a grenade. Syntax: 'set grenade time N' The time would be set to N subclicks before you launch the grenade. It will not detonate within 2 spaces of your cybug regardless of the lenght. The time would override the fuse setting, making the grenade land on the position set by the 'set grenade fuse' command (assuming it didn't hit anything), and exploade after N subclicks. To disable the time command (make it detonate on the fuse), set the time to 0. |
| Cosmetic Change: Scan Color | |
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Image: Cybug executing 'scan perimeter' with different 'set color' commands. Syntax: 'set color X X X' This command would set the color of the scanning graphic to RGB(X,X,X). This would be a nice feature, and would help identify known cybugs. |
| Cosmetic Change: Team Color | |
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Image: Cybugs from different teams have different colors. Syntax: No syntax. This would be a feature to come along with another one; Setting up your own teams. Lets say I want to test my cybug against other tournament cybugs in a 1 on X battle. Then I would define the teams before the battle, and the Iff codes would be overridden. |
| System Variable Fixes/Additions | |
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Image 1: Fix the bug with the #inbound variable. Image 2: A variable that tells you if you are currently laying mines or not, #minelayer. Image 3: A variable that tells you the amount of cybugs in your team, #team. Image 4: Variables for SNode Fuel/Ammo/Point increase/click; #snodefuel, #snodeammo and #snodepoint(s). Image 5: Variable for current click; #click. Other: Variables for Flag Ammo/Fuel, a 'One Click One Command' variable, and a 'distance to object' variable. |
| Strategy Node Placement | |
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Image: Map preview (pilons.map). Syntax: No syntax. It would be very nice to be able to just click a spot somewhere on the map preview to place the Strategy Node. Also, when creating a map, you should be able to set a default Strategy Node placement for that map. |
| Other | |
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1. Ability to remove individual cybugs from the battle list. And to change each cybugs position in the list. 2. 'Schemes' for settings, for quick change of settings without changing map/cybugs. 3. Take snapshots during battle. Press F2 to take shot of whole map, F3 to take shot of a square around the marked cybug. Automatic snapshots of important actions (for tournaments). 4. Fix bug where the FollowMode doesn't update when all cybugs camp (doesn't move). 5. Add support for multiple Strategy Nodes. For team battles, one for each team. 6. Add events to maps, option to play with/without events. Example 1: 'After 200 clicks, give cybug #5 30 ammo'. Example 2: 'X 5 Y 14 - Remove X 8 Y 4' (if a cybug moves into x5y14, whatever's at x8y4 should be removed). 7. Single player mode. Win when occupied strategy node for N clicks, win after killing a certain cybug, win after being alive for N clicks. +++ 8. Add new information to battle summary; Heatlevel, Shield, Ammo, Hit percent. |
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