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(deployable) miner
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whys
Medic


Joined: 04 May 2008
Location: Bucharest

PostPosted: Thu May 15, 2008 8:25 pm    Post subject:  (deployable) miner Reply with quote  Mark this post and the followings unread

I want to make a drone-miner that hovers but when it mines it sticks 3 legs in the ground and use a pomp to harvest the ore.

For this I thought of deploying it; is there a straighter way, like a specific animation before it starts mining?
When done, it would pack up its pomp and legs, and go to another spot.

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Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Thu May 15, 2008 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Couldn't you simply use deploy and undeploy animations for that? Just like the slave miner..

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Thu May 15, 2008 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

The slave miner itself doesnt mine though, it sends out slaves to mine. And I think harvisting animations are impossible.

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Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Fri May 16, 2008 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I guess I misread his question. My bad..

Apex is correct; the only harvesting animation (the one of ore being sucked in) is shared by all "normal" harvesters, which means that your drone will use it too if it's a vehicle.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri May 16, 2008 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

simply have a deployable "oil derrick" with a low credit rate and that spawns ore for normal harvesters.

pretty unbalanced but could be expensive or country-specific and it only spreads a few bits for normal harvesters. Unfortunately it won't move to another spot, unless you order it. it could nifty though since it spreads ore so manually moving it to a nice open spot wouldn't be so bad. ? Neutral

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri May 16, 2008 5:33 am    Post subject: Reply with quote  Mark this post and the followings unread

@OP: Vehicles cannot deploy on top of ore, and everything else you mentioned also cannot be done. So there goes that idea. #Tongue

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri May 16, 2008 5:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Slaves does have a harvesting animation, what if harvester will be an infantry type..

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Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Fri May 16, 2008 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

In that case, its harvesting animation is determined by its Shovel= sub-sequence.

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whys
Medic


Joined: 04 May 2008
Location: Bucharest

PostPosted: Fri May 16, 2008 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks. you dudes are imaginative.
It's good to consider the tech building deployable idea.

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deathrider1991
Light Infantry


Joined: 19 Mar 2008

PostPosted: Fri Jun 27, 2008 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55, that isn't exactly true. I'm not sure as to which ini file it is, but it had all of the terrain types you could build on. And I think that ore/Tiberiam/Whatevershitiscalled was able to be edited so you can build on it.

I lied. There isn't a way that i can think of right now, but I do remember having it so i could build on the tiberium...I have to go and thingk.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Jun 27, 2008 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

deathrider1991 wrote:
IcySon55, that isn't exactly true. I'm not sure as to which ini file it is, but it had all of the terrain types you could build on. And I think that ore/Tiberiam/Whatevershitiscalled was able to be edited so you can build on it.

I lied. There isn't a way that i can think of right now, but I do remember having it so i could build on the tiberium...I have to go and thingk.


Still impossible cause ore/tiberium is "Overlays" type building can't build overlap on the overlays althought that terrain of it is set to "Buildable=yes" or not

In TS I try to make building can place on VEINS but fail cause that reason.

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