Posted: Sun Feb 23, 2014 12:36 am Post subject:
How to have hover units move over cliffs
Hey,
First off I checked via search and couldn't find this topic.
Now, I'm trying to do what the title says, edit cliffs so that hover units can move over them as though they were normal terrain. I checked the cliff in rules.ini and edited:
Yet the units still go around cliffs so I'm guessing there's something I'm missing. Has anyone got experience changing how units work in regards to this?
Well, I once tried to modify [Rock] and had some strange results, too - for example, that they sometimes DO pass cliffs, but often enough won't. Yet if ordered multiple times, they may even get stuck in cliffs and so on.
I don't know if it is any help, though, I had some strange interactions when I played with some locomotor combinations.
When you give an aircraft a Hover locomotor, even if you don't change [Rock], they are sometimes able to jump down from cliffs. I have no idea when they are able to do it, though _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
Well, I once tried to modify [Rock] and had some strange results, too - for example, that they sometimes DO pass cliffs, but often enough won't. Yet if ordered multiple times, they may even get stuck in cliffs and so on.
I don't know if it is any help, though, I had some strange interactions when I played with some locomotor combinations.
When you give an aircraft a Hover locomotor, even if you don't change [Rock], they are sometimes able to jump down from cliffs. I have no idea when they are able to do it, though
I was able to get aircraft with hover locomotor to work as well however when you destroy the unit it doesn't actually explode and disappear, so not much use there. Also I want it to act like a hover unit, in that it doesn't land so that system while interesting doesn't fit the bill.
I hope it's something that can be fixed, TS has enough silly restrictions as it is. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sun Feb 23, 2014 1:12 am Post subject:
I remember doing research on this, but also couldn't get it working. They could travel ON the cliffs, but not down them.
Maybe we should make a research thread giving each loco to each unittype and document the results as a graph or something. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I remember doing research on this, but also couldn't get it working. They could travel ON the cliffs, but not down them.
Maybe we should make a research thread giving each loco to each unittype and document the results as a graph or something.
That'd be a good idea, see if we can document the results of the locomotors, unit type etc and the results.
In my case I'm trying to do a flying unit that doesn't land, I don't mind if it's classified as a tank and everything can shoot at them however I am interested in what else we can find out for future reference. QUICK_EDIT
Section: Clear, Rough, Road, Water, Rock, Wall, Tiberium, Weeds, Beach, Ice, Railroad, Tunnel give commands to SpeedType, not MovementZone.
SpeedType - provides information about how to move a unit capable of tiles.
MovementZone - Is hardcode. This addition to the Locomotor. MovementZone includes not only information how to choose the path of movement, but also other special logic.
This means that if you want to make a mountain passable, you should change *.tem files. Since all MovementZone (except Fly, and perhaps Subterannean) hardcode trying to avoid a collision with the tile type "Rock" in planning the trajectory of motion. QUICK_EDIT
Posted: Sun Feb 23, 2014 6:18 am Post subject:
Re: How to have hover units move over cliffs
Glukv48 wrote:
Section: Clear, Rough, Road, Water, Rock, Wall, Tiberium, Weeds, Beach, Ice, Railroad, Tunnel give commands to SpeedType, not MovementZone.
SpeedType - provides information about how to move a unit capable of tiles.
MovementZone - Is hardcode. This addition to the Locomotor. MovementZone includes not only information how to choose the path of movement, but also other special logic.
This means that if you want to make a mountain passable, you should change *.tem files. Since all MovementZone (except Fly, and perhaps Subterannean) hardcode trying to avoid a collision with the tile type "Rock" in planning the trajectory of motion.
It's been coded with movement zone fly, here's the code for the unit in question (test unit):
Code:
; Dropship
[DSHP2]
Name=Dropship
Image=DSHP
Prerequisite=PROC
Strength=200
Category=AirLift
TooBigToFitUnderBridge=true
Armor=heavy
Landable=no
TechLevel=1
Sight=2
PipScale=Passengers
Speed=8
PitchSpeed=.4
RadarInvisible=no
Owner=GDI
Cost=1
Points=25
ROT=5
Selectable=yes
Passengers=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I034,30-I036
;IsDropship=no
;HoverHeight=500
FlightLevel=1600
MaxDebris=9
;SpeedType=Hover
;Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
;Dock=GADROP
;SlowdownDistance=2000
DamageParticleSystems=SparkSys,SmallGreySSys
;LegalTarget=no
AuxSound1=DROPUP1 ;Taking off
AuxSound2=DROPDWN1 ;Landing
It's using the hover locomotor with movement type fly situated under vehicles. When I set it under aircraft it flys perfectly but cannot be destroyed (the health drops but when it 'dies' theres an explosion but the vxl remains, is selectable but cannot move and is at 1bar of health). So trying to go the vehicle path hoping it'd have more luck. QUICK_EDIT
i have the whole... it moves through the rock and clips through the rock face. - if you make rock "passable" by hover wouldnt it make for some really strange ascension animation? like idk .. floating up a cliff is more a mama trick than a hover vehicle. QUICK_EDIT
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