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 PostPosted: 17 Dec, 2009 
 

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oh. i forgot about the unload animations completely.

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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: 17 Dec, 2009 
 
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Also, none of my Titans are surviving the drop at full health from the UEF T3 transport. I haven't tested the other transports.

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 PostPosted: 17 Dec, 2009 
 

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yeah, some will and some won't be surviving at the moment.

currently, i've just equated momentum to damage, and had the mass cost as the mass of the unit. oh, there's a bug. i'm using position, not velocity somewhere.

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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: 17 Dec, 2009 
 
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BulletMagnet wrote:
yeah, some will and some won't be surviving at the moment.

currently, i've just equated momentum to damage, and had the mass cost as the mass of the unit. oh, there's a bug. i'm using position, not velocity somewhere.


So far i've yet to see a single unit survive impact. (After three attempts each with differet tier land units)

I still think that modifying "OnDamage" would be the way to go and have it set so the number of units dropped are based off of a % of the transports health lost. Impact damage should be negated as so far it seams to be an absolute kill upon contact.

Resin

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FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 17 Dec, 2009 
 

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T2 engineers survive, as do Bricks.

just be careful with weak units when the transport doesn't magically vaporise; they take an extra 100 damage because the transport crashes too.

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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: 17 Dec, 2009 
 
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One thing i've noticed as well.... some units that fold up during transport, now need to unfold again after detaching.

Code:
        self:TransportAnimation()


This goes for weapons as well, because for many units they are disabled upon transport and still are if the units are detached during flight.

Resin

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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


Last edited by Resin_Smoker on 17 Dec, 2009, edited 1 time in total.

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 PostPosted: 17 Dec, 2009 
 
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maybe "OnCollision" can be used if "OnDamage" proves to be too sensitive.

Here is a snippet from the unit phasing mod i did a while back...

Code:
        OnCollisionCheck = function(self, other, firingWeapon)
        if not self:IsDead() and self.PhaseEnabled == true then
            if EntityCategoryContains(categories.PROJECTILE, other) then 
                local random = Random(1,100)
                ### Allows % of projectiles to pass
                if random <= self.BP.Defense.Phasing.PhasePercent then   
                    ### Returning false allows the projectile to pass thru
                    return false       
                else
                    ### Projectile impacts normally
                    return true 
                end
            end
        else
            ### Projectile impacts normally
            return true           
        end
        SuperClass.OnCollisionCheck(self, other, firingWeapon) 
    end, 


Resin

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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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 PostPosted: 17 Dec, 2009 
 

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OnCollisionCheck() is worse, IMO, than OnDamage() for this.

i still don't see why Kill() isn't good enough. i mean, if the transport is alive; all the units get to hang on, if the transport is dead; all the units go down with the proverbial ship.

i'll get to the animations and weapons Tomorrow. right now, i need sleep.

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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: 17 Dec, 2009 
 
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BulletMagnet wrote:
OnCollisionCheck() is worse, IMO, than OnDamage() for this.

i still don't see why Kill() isn't good enough. i mean, if the transport is alive; all the units get to hang on, if the transport is dead; all the units go down with the proverbial ship.

i'll get to the animations and weapons Tomorrow. right now, i need sleep.


One last thing before i goto Germany for Holiday.... Shielded units will need to be enabled again as well.

Resin_Smoker

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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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 PostPosted: 19 Dec, 2009 
 

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bump for WIP02 release. make sure you delete your old versions as i'm using the same GUID.

[EDIT:] right, i'm probably going to make units take a specific amount of damage, irrespective of how fast they're going. reason being, everything pretty much lands at the same speed.

also, i'm going to add a dummy weapon to every transportable unit. it'll act exactly like when planes crash, but'll also when the unit is still alive. i've noticed that death weapons can use a custom damage type.

now, my question; should i use the custom damage type (add my own, and call it CrashDamage or the like) and treat it similarly to Commander armour?

[EDIT:] WIP03.

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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: 20 Dec, 2009 
 
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No, just make it do 100 damage or something and leave it.

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 PostPosted: 20 Dec, 2009 
 

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currently, it's 100 damage for all units.

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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: 20 Dec, 2009 
 
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Are unfold animations, shields and weapons enabled again after release from the transport?

Sorry i am in Germany i and dont currently have access to a platform with FA installed.

Resin

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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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 PostPosted: 20 Dec, 2009 
 

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i only tested on the Cybran ACU, but yes. the stock scripts call a function that re-enabled intel, shields, and restores animations when getting off transports. all i needed to do was call that and it was sweet.

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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: 20 Dec, 2009 
 
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It's just me or sometimes the transports just don't die when reach 0 HP?

Could you make the anims drop start before the units touch the ground by crash?

When Ctrl+K, the unit (and cargo) explode. Is it intentional?

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 PostPosted: 20 Dec, 2009 
 

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Merak wrote:
It's just me or sometimes the transports just don't die when reach 0 HP?

that would be just you.

Quote:
Could you make the anims drop start before the units touch the ground by crash?

i shall try.

Quote:
When Ctrl+K, the unit (and cargo) explode. Is it intentional?

wait, what?

[EDIT:] oh. for a reason yet to be determined, T1 engineers are causing errors with Cybran T1 transports. maybe others too. Brick (i love to test with) work fine.

curiouser and curiouser.

[EDIT:] not sure if it's the bug you meant, Merak. but WIP04 does fix a bug.

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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: 20 Dec, 2009 
 

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i haven't changed when the animations apply, or added an emergency drop button, but i have toyed with the blueprint values of the transports and made them much better.

they don't faff-about for several seconds when dropping off units.

at the moment, i've made the same changes to all transports. i didn't test all of them, so if there's bugs (i didn't test Aeon, or Seraphim) gimme' a yell and i'll have them fixed for WIP06.

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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: 20 Dec, 2009 
 
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You appear to have left a solution file and an *.suo file in the zip. They probably shouldn't affect anything, though.

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 PostPosted: 20 Dec, 2009 
 

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i do that in all my mods. it's the project files from Visual Studio.

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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: 21 Dec, 2009 
 
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The Continental won't pick up units or even complete move orders in WIP06. It just circles the order. :?

I love the emergency drop button, though.

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 PostPosted: 21 Dec, 2009 
 

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BulletMagnet wrote:
i do that in all my mods. it's the project files from Visual Studio.



This is OT and I apologize but with you saying that I must ask: Is there a way to get intellisense to work with all the stuff in supcom? Or do you just use it because its your preferred editor?


And here is some On Topic stuff:
Make them take no damage and be droppable at anytime, have them land like the guys in Final Fantasy: The Spirits Within lol


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 PostPosted: 21 Dec, 2009 
 
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I dunno how you'd go about doing it, but they should probably deal fall damage based on how big they are. I find it kind of hard seeing a Mech Marine doing as much damage to something it falls on as a Percival, for example.

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 PostPosted: 21 Dec, 2009 
 
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FuryoftheStars wrote:
I dunno how you'd go about doing it, but they should probably deal fall damage based on how big they are. I find it kind of hard seeing a Mech Marine doing as much damage to something it falls on as a Percival, for example.


that shouldn't be too hard really, just gotta come up with some base damage value and then something like unit tech lvl * base value = dmg done


edit: after some testing(might just be me dunno) but i have found that if a transport drops off its cargo, then starts to fly away and gets shot down, the cargo is then magically teleported back onto the transport and the units then do the "bail out" as the log so wonderfully yells


edit2: also, you should look into scripting the damage so it does damage bassed off the transport's last recorded height, currently does the same amount of dmg no matter how high the trans is

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 PostPosted: 21 Dec, 2009 
 
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We did, and it sucked.

The fall damage shouldn't be based on pure tech level, I'd put it at relative to mass cost.

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 PostPosted: 21 Dec, 2009 
 
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mmm, that might work better infact.

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