IPB

Welcome Guest ( Log In | Register )


 
Reply to this topicStart new topic
> A failed experiment, never try this (not only at home)
Blackhand Comman...
post Nov 15 2010, 09:27 PM
Post #1


Hum-vee
Group Icon

Group: Members
Posts: 172
Joined: 17-March 09
From: Hungary
Member No.: 1,533
Favorite game: Tiberian Sun



Ok as some of you may know, my mod should have ships.... I planned that big ships should be able to break trough ice. However, the results were not satisfying. I tried to overweight the test vehicle which had a speedtype modded to be only ice and water. It should have worked like the unit goes to ice, and it instantly breaks, leaving the unit to swim goes on ice again etc. But the unit just SINKS no matter what u do. I know this isn't actually useful, but may save time to some ppl. Also if u find a solution let us know.


--------------------
The Brotherhood of Nod will rise agin...
BTW I have a nice voxel for ya: Unused Tank Destroyer
Go to the top of the page
 
: | +Quote Post
Lin Kuei Ominae
post Nov 15 2010, 10:19 PM
Post #2


Stealth Tank
Group Icon

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun



There's a much more serious problem behind that. You would have to avoid using MovementRestrictedTo, since this key allows only one entry (both, Ice and Water can't be set at the same time).

Since there is no special MovementZone for naval units (that's why we use MovementRestrictedTo=Water in the first place) and you're bound to use an amphibious movementzone, does the unit see other terrains as passable terrain too. 0% on the specific ground speedtype only makes the unit immobile on this ground, but doesn't prevents it from trying to move on it during the pathfinding process.

Thus, every time you would order a unit to move to a far location, it can by accident try to move on the 0% speed ground and this way get stuck on this ground. And there would be no way to free the unit again (except maybe via the carryall).


If you want an ice breaker, you could try giving the unit a long lasting invisible area fire particlesystem. This would keep emitting fire particles even when the unit starts to move and could this way remove the ice around the unit.

This post has been edited by Lin Kuei Ominae: Nov 15 2010, 10:21 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
Go to the top of the page
 
: | +Quote Post
Blackhand Comman...
post Nov 16 2010, 12:40 PM
Post #3


Hum-vee
Group Icon

Group: Members
Posts: 172
Joined: 17-March 09
From: Hungary
Member No.: 1,533
Favorite game: Tiberian Sun



uhm well the fire thing is a good idea but fire keeps damaging things afaik. otherwise it wasnt an experiment of creating useable ships but to make a unit crack ice then swim then crack next path of ice etc.


--------------------
The Brotherhood of Nod will rise agin...
BTW I have a nice voxel for ya: Unused Tank Destroyer
Go to the top of the page
 
: | +Quote Post

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 28th March 2024 - 02:30 PM


XGhozt.com