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> Hover craft
CommanderSpartan
post May 10 2008, 04:15 PM
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I was thinking for some time about Lin Kuei Ominae's Kodiak.
I saw the problem of air units unable to deployed and vice versa.
I know, I tried it myself.
So I began to think, what if we could get a hovering vehicle to deploy.
I saw few problems, for one it is a land unit so I'm sure it would deploy,
it would float over water, and be able to carry units,
but I realized that hover units couldn't fly over cliffs.
Now I was wondering, if the unit was high enough would the engine allow it to fly over?
(I highly doubt this myself)
Or is there some other way, other than make it a air unit?

Any thoughts would be helpful.


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Lin Kuei Ominae
post May 10 2008, 04:40 PM
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the hover loco has some more problems.
1. ground units can fire on it
2. it is affected by gas
3. it can't fly over cliffs (like you told) and there's afaik no way to force it to do
4. when deploying it won't land first, but just disappear in midair and the buildup anim starts on the ground

The best is to use the fly or jumpjet loco on a vehicletype. Then it would be invincible in air, except against railguns and firestorm defense.
Then the deploy anim should fit too, because the unit lands first..

This post has been edited by Lin Kuei Ominae: May 10 2008, 04:41 PM


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Machine
post May 10 2008, 08:00 PM
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1.- Can be countered by giving each "hovering" unit a unique armor, and adjusting all the warheads so only AA weapons can damage that armor; though you would loose an armor.
2.- Dunno, I guess is the biggest issue.
3.- Jah's helicopter research
QUOTE (Jah @ Sat May 07, 2005 9:21 am)
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Hover=100%
Amphibious=0%
Buildable=no

[Wall]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Hover=100%
Amphibious=0%
Buildable=no

As you can see there's a form to enable that, however it prevents you from using hover vehicles in the say way than before; which is IMO too much too loose (though might be worth in a TC).

4.- That's not really important, as I guess you would try to make a new fitting building and deploy animation. You'll just need to include the landing sequence in the deploy animation; though this wouldn't allow for complex deploying animations.

This post has been edited by Machine: May 10 2008, 08:06 PM


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Lin Kuei Ominae
post May 10 2008, 08:59 PM
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2. can be also done via special armor and tweaking the gas warhead
3. with [ROCK] Hover=100% they are only able to drive direct on cliffs, but they still can't handle the step down to the lower area (or up to the upper part)). The cliff is still like an invisible wall for them though they can drive on them.
4. not really because after undeploying the unit wouldn't appear in midair, instead it would start to climb from the ground. So you would have a takeoff anim in the buildup (deploy anim) and another real takeoff from the unit.
So you can only decide between a good landing anim and messed up takeoff, or a good takeoff and messed up landing.

This post has been edited by Lin Kuei Ominae: May 10 2008, 09:44 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.
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