Posted: Wed Dec 14, 2011 8:28 pm Post subject:
Upgrading a vehicle
Subject description: Is it posible?
I mean, you deploy the vehicle (into a building that looks the same as the voxel), then you apply a building upgrade, then you can only undeploy the unit if it has been upgraded (perhaps by making the upgrade deployable)?
SuperJoe? Anyone?
Or perhaps by giving the upgrade a free unit? (in that case, I wonder how do we get rid off the original unit)
Even if you do that, only the building gets the upgrade. The tank would still remain the same. And IIRC, upgrades can't have deploy stuff logic. But correct me if I'm wrong. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
As Krow said, I expect the upgrade will simply vanish as your undeploy your vehicle. Few ideas I've been thinking around the concept, but both would cause some problems.
1. You could take over large and small visceroids, then make two vehicles combine into a new one? Like if the small visceroid was the "upgrade" and the big one was the vehicle that gets fitted with it.
2. Umm never actually tested this, but when a harvester goes to empty itself on a refinery, does it only change its appearance to that of HORV? Or does the entire unit transform into the HORV unit, including stat changes? You could try changing HORV into a completely different unit and see what happens. But this would affect all harvesters so probably doesn't give off anything really useful.
EDIT:
3. The weird discovery here could possibly be used to upgrade a unit. Make a unit that can be deployed to upgrade it. It delpoys into a building that has a FreeUnit that has a negative cost (and SpeedType=Winged). It might make deploying the unit into a new unit cost you money, since with a positive cost you get refunded the price. Maybe with negative cost you lose that much money?
4. TRUCKA and TRUCKB can be changed from one to the other with map scripts. Could possibly be used to upgrade a unit, but would only be usable in singleplayer maps. And could only be used for a single unit.
Sorry but I don't have time to test these things out right now, but they should be quick and easy to try out. Do post the results here if you try them, I would be interested to know if they work _________________ QUICK_EDIT
As Krow said, I expect the upgrade will simply vanish as your undeploy your vehicle. Few ideas I've been thinking around the concept, but both would cause some problems.
1. You could take over large and small visceroids, then make two vehicles combine into a new one? Like if the small visceroid was the "upgrade" and the big one was the vehicle that gets fitted with it.
2. Umm never actually tested this, but when a harvester goes to empty itself on a refinery, does it only change its appearance to that of HORV? Or does the entire unit transform into the HORV unit, including stat changes? You could try changing HORV into a completely different unit and see what happens. But this would affect all harvesters so probably doesn't give off anything really useful.
EDIT:
3. The weird discovery here could possibly be used to upgrade a unit. Make a unit that can be deployed to upgrade it. It delpoys into a building that has a FreeUnit that has a negative cost (and SpeedType=Winged). It might make deploying the unit into a new unit cost you money, since with a positive cost you get refunded the price. Maybe with negative cost you lose that much money?
Sorry but I don't have time to test these things out right now, but they should be quick and easy to try out. Do post the results here if you try them, I would be interested to know if they work
1. It'll work but the small and large visc tag only accepts one VehicleType AFAIK.
2. No stat change. Just change of appearance. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
1. iirc, it would also only work if the units have SmallVisceroid=yes, which gives them the random movement behavior. In addition is it impossible for the player to give them the combine order, as the two vehicles refuse to move on the same cell. Only the special SmallVisceroid logic orders and allows the 2 units to move on the same cell and this way combine to the LargeVisceroid unit.
btw, this special logic is also the reason why harvesters often explode, because the SmallVisceroid is moving on the same cell as the harvester and if 2 enemy vehicles move on the same cell, the unit which was first on the cell explodes. Only if you make the SmallVisceroid Crushable=yes, the harvester won't explode and crush the visceroid.
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