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Creating a large scale battleship
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Sep 10, 2011 4:07 am    Post subject:  Creating a large scale battleship Reply with quote  Mark this post and the followings unread

I was thinking of a way to create a proper multi-role battleship for TS. If any of you have played the C&C Generals expansion pack, you might remember a mission where you had a stationary aircraft carrier providing you with offshore support. Now what if you emulated something similar by placing multiple structures together to form the ship? This is a quick example I made with the default structures:



Naturally if it was done for real, you would make all the buildings appear so that they form a solid ship. To make it appear like a proper ship, you could give each of the parts Selectable=no (except the turrets), so you wouldn't get weird selection boxes covering only part of the ship. By using seperate structures you could configure the ship in multiple ways, like I gave it 4 helipads and 7 turrets. You could even make the ship destructible if you wanted, by giving each part of the ship and explosion animation that spawns debris to a large area, thus destroying the piece next to it, causing a chain reaction. That might actually look quite funny. The obvious downside to this method is that the ship cannot be moved. But it could still be a fun addition to any singleplayer mission, or possibly a neutral "unit" on a multiplayer map.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Sep 10, 2011 4:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I love your idea man! It only needs a proper shps for all of the parts. *turns to LKO*

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 10, 2011 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
by giving each part of the ship and explosion animation that spawns debris to a large area, thus destroying the piece next to it, causing a chain reaction.


Not necessary, because the ship is built in the map editor, you can use triggers to destroy the rest of the ship.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Sep 10, 2011 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread


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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Sat Sep 10, 2011 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

like RA3 japan floating fortress?

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Sat Sep 10, 2011 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Sep 11, 2011 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I think one with helipads and SAM defense missiles would be suitable. I think a separate ship for the EMP would be best - have a fleet like in Battleship.
Warfactory, no.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon Sep 12, 2011 4:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Not necessary, because the ship is built in the map editor, you can use triggers to destroy the rest of the ship.


That sounds nifty and saves alot of trouble.

iamn00b wrote:
like RA3 japan floating fortress?


The difference is that this ship would still act like a unit since you could destroy it.

Team Black wrote:
I think one with helipads and SAM defense missiles would be suitable. I think a separate ship for the EMP would be best - have a fleet like in Battleship.
Warfactory, no.


I put the warfactory there just to make the construct look more like a ship, not really to function as one Laughing Same with the EMP, it's just supposed to look as if the ship had a massive cannon at the back. The ships cannons should have quite long range so they can hit targets far into the land.

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