QUOTE
Move SmallVisceroid= from [General] to InfantryClass so the unit the infantry will turn into when it dies on tiberium can be definable per infantry.
I can move the Visceroid controls over to InfantryTypes, no problem.
QUOTE ( @ Aug 13 2009, 02:37 AM)

Actually I would love the tag "DiesInto=", as I wanted to have something like that for Nod's Cyborg Commando. Which is, currently, a vehicle in RoO, and would spawn a second stage in the form of an infantry (and a third when badly damaged).
IMO it's a great tag, if you want to do RPG like boss battles. Though it would be better, if you could make a tag "Crew=", accept any type of unit, infantry, vehicles, aircraft, buildings (you could replicate reckoners that way), and also work for every type of unit. And a crew escape percentage tag, which would accomplishes basically the same.
So you want it to spawn another *Type on its death? Hmm...
QUOTE (Lin Kuei Ominae @ Aug 14 2009, 09:08 PM)

How about the keys
UnitType.YellowSpeedPenalty=[Float]
UnitType.RedSpeedPenalty=[Float]
Used to reduce the speed of a unit by this factor when in yellow/red health state (0.x means decrease; 1.x means increase)
UnitType.YellowROTPenalty=[Float]
UnitType.RedROTPenalty=[Float]
Used to reduce the rate of turn of a unit by this factor when in yellow/red health state
UnitType.YellowROFPenalty=[Float]
UnitType.RedROFPenalty=[Float]
Used to reduce the rate of fire of a unit by this factor when in yellow/red health state
UnitType.YellowAccuracyPenalty=[Float]
UnitType.RedAccuracyPenalty=[Float]
Used to raise the inaccuracy of a unit by this factor when in yellow/red health state (measured in cells like BallisticScatter)
Accurate units become inaccurate this way too.
UnitType.OperationalLevel=0-100%
Used to disable aircraft to take off at a certain health percentage or disable units to deploy or to fire their weapons
An aircraft which is shot into this level during flight will search for the next free cell and land there. (maybe even add a lurching effect to its movement)
Instead you could also try to use the aircraft crashing feature, so that an aircraft which is shot into this level will start the crashing anim, but right before it impacts it tests if the impact-cell is free. If it's free it stops the crashing and lands there instead.
These are some really good ideas, would take a lot of code, but ill look into them.
QUOTE (CommanderSpartan @ Aug 16 2009, 03:38 AM)

I have a question, will you fix the pilots?
Whats wrong with Pilots?