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Theory for Aircraft with turrets
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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Wed Jan 11, 2012 1:03 pm    Post subject:  Theory for Aircraft with turrets Reply with quote  Mark this post and the followings unread

First the aircraft i talk about will not be an aircraft, its a hovercraft hovering as high as an aircraft to fake it. This will need a LOT of changing codes probably 2 hours with notepad. 45min with tibed. Also we have to make the SAM working to attack only hover but I have a clue how that can be done:

1. Armor, It should be infantry=none vehicles=light concrete=buildings and wood for our new aircraft. Many cry about there not being enough armor types like I did, like this you get heavy as you can give tanks just more health than a small vehicle.

2. we have to redo all hovercraft to be amphibious instead, the voxel artist should be able to make it look like its above ground. Trick a bit, place one voxel below the model or do a shadow with voxel or something.

3. we increase the hover level, so that our new aircraft will hover the same hight as an aircraft, I did some testing and I could alter it and set it to be higher, dunno where the max is but it should be high.

4. hovercrafts can have turrets just give your new aircraft a turret, this new aircraft is of course not in the aircraft but in the vehicle list with hovercraft speed type and locomotor and anything essential making it a hovercraft.

5. SAM are not able to target ground? well thats not fully true. Think about the warheads, if all warheads can not attack wood (0%) apart from the SAM missile warhead it will still work out (in theory). You will have to redo all warheads armor effectiveness.

Downsides: the hovertanks are now amphibious vehicles which optically fake to be hovering. They do not have those special hover speed acceleration and ditch abilities. Lots of coding.

So yea thats my theory. Did not test it out, would like your opinion on it. Also I am not a voxelartist so I may wont get to test it out. If this is proven to not work at all I have nothing against this being deleted.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Jan 11, 2012 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

6. we have to create new cliffs making it "flat" as DoTA team did. Otherwise "hover" aircrafts will not able to fly over it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 11, 2012 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

you mean 5 min in Notepad and 45 in TibEd #Tongue
Do a search and replace in TibEd. Not possible and taking ages. In a text editor, just 2 seconds.

Sorry, but hovercrafts with a high hoverheight are nothing new. They were considered long ago when there were tries to get working rotors on helicopter.

The biggest problem was, that even if they were visually flying, they still followed the ground-pathfinding, thus are unable to cross cliffs.
They also can't fly over buildings, walls, terrain obstacles and other units like normal aircraft.
Another problem was iirc, that the unit which is still considered as a ground unit, causes all projectiles to hit the ground under the unit and not the unit itself which is in midair, thus causing some bad graphic effects. (i might be wrong here)

There are some more, rather minor bugs, like that the "aircraft" can't land anymore and is also unable to reload on helipads as everyone is expecting them to do.
Another small glitch is, that the destroyed aircraft will simply explode and vanish in midair, rather than falling down and crashing on ground like normal aircraft. (though can be simulated with a voxel debris which looks like the unit itself)

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Wed Jan 11, 2012 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

In my case 2 hours with notepad...
Yea I thought it was probably known, didn't spot this at this site yet. BUT it could attack aircraft too, an aircraft ...cough fake... attacking aircraft would be possible.
May this become interesting with the release of some patch thats being worked on?

It is unable to reload at a building? why is that? make the helipad flat like a repair depot and adjust some code (this is new territory for me, can't get more specific).
*EDIT make it land with deploy? deploy into dummy building spawning free aircraft deploying into dummy deploying into aircraft again for landing/taking off? too much deploy?

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iamn00b
Jumpjet Infantry


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

PostPosted: Wed Jan 11, 2012 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

5 mins in notepad, use Ctrl + S, Ctrl + F, Ctrl + C, Ctrl + V. 2 hours in tibed, 45 mins for edit in tibed + rest for fix error tibed made

otherwise, i think LKO and gangster cover all though

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Team Black
Defense Minister


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

PostPosted: Wed Jan 11, 2012 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe with DTA-type terrain that doesn't involve cliffs - only passable and impassable terrain. That could solve the cliff problem but it would be a royal pain in the arse

Even so, Jumpjet vehicles still do all that, more, with less effort and less errors.

Nero sometimes you have to do your own research and try things out yourself, otherwise all we have are "what ifs". The fact you'd even promote tibed doesn't do well to give us confidence in your ideas

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