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BulletMagnet
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Posted: 15 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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http://healthandmana.googlecode.com/fil ... 0WIP07.zip
features; - units get on, and off, transports much faster now. no more transports wondering what to do while under fire.
- when a transport dies, units survive, take some damage when hitting the ground, and possibly hurt the poor SOB that he landed on.
- transports generally work better as transports.
- damage is moddable, and be tweaked/added for custom units too.
- an extra UI button for transports to tell attached units TO GET THE HELL OUT!
a much improved release. units enjoy the ride, and then get off and work properly afterwards. changed how fall-damage works, and added a crash weapon for modders to use in custom units. there's a few ideas i want to put into it, namely; - cargo goes along for the ride instead of un-gracefully translating through the air,
(scratch that: implemented) - have units to crash-damage to thing they fall on. like crash-damage on air-craft, but for all units,
(scratch: implemented too) - improved drop routines for transports during regular use (because they suck and are too slow),
(scratch: most awesome thing i've added so far) - an emergency drop button to detach all/selected units from the transport.
(scratch: added. too had to do it on a per-unit bases) - any other awesome ideas that myself, or the community thinks of.
also, i think my OP needs a picture of some LAB's with parachutes drawn on or something.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
Last edited by BulletMagnet on 22 Dec, 2009, edited 7 times in total.
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OrangeKnight
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Posted: 15 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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BulletMagnet
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Posted: 15 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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Rule 33: LURK MOAR.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Mooilo
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Posted: 15 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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I'm guessing you're going to change transports to detach all units and give them some amount of fall damage?
Well, my suggestion is this- don't wait for the unit to hit the ground to do fall damage, do the damage right when the transport dies. That way, you don't have to figure out when a unit hits the ground.
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OrangeKnight
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Posted: 15 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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BulletMagnet wrote: Rule 33: LURK MOAR.
WAT. <- is srsly confuzed.
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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BulletMagnet
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Posted: 15 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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X-Cubed
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Posted: 15 Dec, 2009
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Joined: 24 Dec, 2008 Posts: 3184
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OrangeKnight
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Posted: 15 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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I don't even Lurk there wtf.
But I must say, this could make BlackOps Transports OP xD
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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Raiden2
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Posted: 15 Dec, 2009
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Joined: 27 Aug, 2008 Posts: 6408
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OrangeKnight wrote: I don't even Lurk there wtf.
But I must say, this could make BlackOps Transports OP xD
Mike So?
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OrangeKnight
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Posted: 15 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Just saying....Having a Garg Drop 20 Bricks, somewhat damaged or not, is nothing to sneeze at.
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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Resin_Smoker
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Posted: 15 Dec, 2009
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Joined: 01 May, 2007 Posts: 4219
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Mooilo wrote: I'm guessing you're going to change transports to detach all units and give them some amount of fall damage?
Well, my suggestion is this- don't wait for the unit to hit the ground to do fall damage, do the damage right when the transport dies. That way, you don't have to figure out when a unit hits the ground.
Detecting the impact with the ground is easy, because what your really doing instead is detecting the change in "Layer". The Monkey Loard already uses script to do this for it's smoke effects while on land.
Code: OnLayerChange = function(self, new, old) TWalkingLandUnit.OnLayerChange(self, new, old) if( new == 'Land' ) then ### Add damage script here elseif ( new == 'Water' ) then self:Destroy() end end,
Resin
_________________
 Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc FOD http://www.youtube.com/watch?v=be9cu9UHv-U TML http://www.youtube.com/watch?v=1Apk08LAtxc
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Mithy
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Posted: 15 Dec, 2009
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Joined: 19 Jul, 2009 Posts: 2972
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I would agree that layer is the way to go, if we're sure that a unit being air-dropped from a transport undergoes layer changes. Might want to verify that first.
If so, this mod will be a piece of cake, and most of the 'work' will be hooking transport scripts and figuring out how much damage to do and what unit parameter to base it on.
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BulletMagnet
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Posted: 15 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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hardly a piece of cake. i haven't yet made units detach from a dead transport without having them explode.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Mithy
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Posted: 15 Dec, 2009
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Joined: 19 Jul, 2009 Posts: 2972
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Well, dang.
I assume you've tried manually iterating and detaching in OnKilled?
You could always have the transport dump right before it dies by hooking OnDamage and tracking its remaining health, but eh
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BulletMagnet
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Posted: 15 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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right, so i hooked OnTransportDetach to print to the log each time a detach occurs, and then hooked the TransportDetachAllUnits to respectively do a similar job.
when i CTRL+K a loaded transport, OnTransportDetach fires first... as many times as i have units on the transport, then TransportDetachAllUnits fires. still, all my units are vaporising.
then, i decided to see if the transport thought units were still attached during the DetachAll function. no, they're not attached.
i'm pretty lost for ideas.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Mithy
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Posted: 15 Dec, 2009
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Joined: 19 Jul, 2009 Posts: 2972
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And what about OnKilled? Does that happen before or after individual detaches?
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Resin_Smoker
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Posted: 15 Dec, 2009
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Joined: 01 May, 2007 Posts: 4219
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BulletMagnet wrote: right, so i hooked OnTransportDetach to print to the log each time a detach occurs, and then hooked the TransportDetachAllUnits to respectively do a similar job.
when i CTRL+K a loaded transport, OnTransportDetach fires first... as many times as i have units on the transport, then TransportDetachAllUnits fires. still, all my units are vaporising.
then, i decided to see if the transport thought units were still attached during the DetachAll function. no, they're not attached.
i'm pretty lost for ideas.
Try attaching the units to a dummy projectile that falls to the ground. As the projectile is now the owner of the unit you should be able to at least get them to the ground.
Resin
_________________
 Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc FOD http://www.youtube.com/watch?v=be9cu9UHv-U TML http://www.youtube.com/watch?v=1Apk08LAtxc
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BulletMagnet
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Posted: 15 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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yeah, i used that function to check for attached units in TransportDetachAllUnits. since units are being killed (and i that it's a pretty silly idea to have dead units attached to a transport) before this function, i'm starting to think something else is at play.
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Soban
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Posted: 16 Dec, 2009
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Joined: 07 Aug, 2009 Posts: 12
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If this works out, might there be specific transports and specific unit types to take advantage of this?
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BulletMagnet
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Posted: 16 Dec, 2009
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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Soban wrote: If this works out, might there be specific transports and specific unit types to take advantage of this?
if someone else wants to do that; fine by me. currently, the plan is for all units to whoosh through the air, no matters the faction, tier, or transport.
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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patton5219
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Posted: 16 Dec, 2009
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Joined: 02 Apr, 2007 Posts: 1041
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BulletMagnet wrote: Rule 33: LURK MOAR.
ok.
im interested, but im not a modder (not worth crap anyway) so ill just wait and see
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Mooilo
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Posted: 16 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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BulletMagnet, if you do get this working, I just thought of an interesting thing it would be nice with- DeadMG's hover transport.
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