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Devil's Tongue Surfacing Speed.
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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Mar 28, 2009 8:18 am    Post subject:  Devil's Tongue Surfacing Speed. Reply with quote  Mark this post and the followings unread

My aim is to increase the time it takes for the Devil's Tongue to reemerge from underground. The "Tunneling speed" tag seems to increase the time it takes to get down and come up, but it doesn't take into account the time in which the vehicle is surfacing AND targetable.

The effect I want is: The devil's tongue is vulnerable when surfacing as it can be targeted but cannot attack. Is there any way i could achieve this effect.

Also, is it the locomotors that determine the distance in cells before a subterranean unit decides to burrow, rather than just driving on the surface?
And how do I change this?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Mar 28, 2009 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, from what I know, it is possible to decrease the time for it to get up, as I've seen it in TI. Don't ask me for the codes, you better wait until either Aro or LKO comes by and may share this one...

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Fri Apr 03, 2009 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think i'll ask.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 03, 2009 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

All we changed in TI was the Speed setting on the unit. We wanted the unit to be faster in the underground than on the surface, thus we reduced Speed to 2.

The TunnelSpeed in the global section is still unchanged, so imo it could be only the units speed key which changes the "Tunneling speed".
Though i'm not sure if TunnelSpeed is used at all, because a unit with TunnelSpeed=1 is still faster than a unit with Speed=6.
Maybe changing the speedtypes gives some more possibilities to change the subterranean behaviour.

Unfortunately i also don't know how to raise the time the unit is targetable while emerging.
In TI we made the subterranean unit deployable, thus giving it a longer time of being vulnerable to attacks.

From what i know, the Locomotor is indeed the one that defines the smaller characteristics of the subterranean movement and behaviour on the surface. Afaik there is no special key to change the range at which a unit starts to tunnel than driving on the surface. However i think that a unit with a high speed value tends to drive more often on the surface than with a very low speed value.(but this could be just imagination, as you often manually force the unit to use the faster movement)

Some detailed tests should be done to make sure how it really works.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Apr 04, 2009 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

This is interesting. I know that tunneling speed determines how fast a unit submerges and reemerges, level subterranean movement is not affected by the tag.

Indeed it does seem that deploy/undeploy is the best way to make subterranean units momentarily vulnerable on the surface.

Locomotors are not defined by INI files are they?
Is there a way to edit/create new ones?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Apr 04, 2009 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread


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Tools
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