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 PostPosted: 15 Dec, 2009 
 

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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.
help wrote:
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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 PostPosted: 15 Dec, 2009 
 
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WAT.

Mike

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 PostPosted: 15 Dec, 2009 
 

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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.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 15 Dec, 2009 
 
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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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 PostPosted: 15 Dec, 2009 
 
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BulletMagnet wrote:
Rule 33: LURK MOAR.

WAT. <- is srsly confuzed.

Mike

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 PostPosted: 15 Dec, 2009 
 

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http://images.encyclopediadramatica.com ... 739296.jpg

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 15 Dec, 2009 
 
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Here is the thread that the idea came from.


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 PostPosted: 15 Dec, 2009 
 
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I don't even Lurk there wtf.

But I must say, this could make BlackOps Transports OP xD

Mike

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 PostPosted: 15 Dec, 2009 
 
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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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 PostPosted: 15 Dec, 2009 
 
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Just saying....Having a Garg Drop 20 Bricks, somewhat damaged or not, is nothing to sneeze at.

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 PostPosted: 15 Dec, 2009 
 
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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

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 PostPosted: 15 Dec, 2009 
 
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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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 PostPosted: 15 Dec, 2009 
 

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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.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 15 Dec, 2009 
 
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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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 PostPosted: 15 Dec, 2009 
 
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Mithy wrote:
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.


Would be better to cover the units in a light bubble shield then drop them. Reason being... why would someone drop units that they know are going to take damge?

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 PostPosted: 15 Dec, 2009 
 

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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.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 15 Dec, 2009 
 
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And what about OnKilled? Does that happen before or after individual detaches?


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 PostPosted: 15 Dec, 2009 
 
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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

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TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 15 Dec, 2009 
 
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One thing i have noticed is that transported units are considered "cargo" to the transporter.

Code:
local cargo = self:GetCargo()


Thus there is a table that each unit is being added to when picked up. Odds are the units are being destroyed while the dead transporter is cleaning up it's tables.

Resin

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TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 15 Dec, 2009 
 

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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.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 15 Dec, 2009 
 
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BulletMagnet wrote:
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.


Can you detatch them if the transport is still alive..... I.E just drop them at anypoint in flight ?

If so, you can drop the units if it's known the incomming damage will kill the transport before the damage is applied.

Resin

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TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 16 Dec, 2009 
 

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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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 PostPosted: 16 Dec, 2009 
 

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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.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 16 Dec, 2009 
 
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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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 PostPosted: 16 Dec, 2009 
 
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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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