Hover units also sink when dying over water, and land units sink if teleported on water or fall on water (even amphibious and hover ones using chronosphere and falling from bridges will sink)
- This includes sinking if a Hover units is Emp'ed
I would like to know if:
1- It's possible that Underwater=yes units sink
2- Are there any other related tags (for example, if Naval=yes has something to do)
3- How to control this more specifically.
I'm going to guess it has some roots in Tiberian Sun's ice sinking logic
Perhaps, although units that sank through ice did so head first, and weight had nothing to do with it. Weight only determined whether the unit cracks ice or not or falls immediately through it, but you could always destroy the ice under any unit and the unit would sink (not the case with infantry who would just disappear with a Wake= anim). _________________
I would love that big subs could sink to the bottom instead of just going "Boom" when destroyed (also, using a land surface explosion, which is dull...)
Should we ask in Ares the possibility of enabling this? It shouldn't be that hard since it works in non-sub units, the problem is that the engine disables it by default. _________________
Don't subs sink already? If not just use appropriate Weight to match ShipSinkingWeight.
If you mean the unit will also play their ExplosionAnim Tags while sinking. I'm not sure if they do that already anyway if not put up a discussion about it in 0.5 maybe? _________________ ~ Excelsior ~ QUICK_EDIT
Why should a submarine have sinking logic? It is already underwater! Should it surface to then submerge/sink again?
Just assign a nice special underwater explosion to the submarine and done. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also, guys, you might want to fact check before you make unnecessarily rude comments like
Quote:
Unless you're a programmer, I have no ztyping idea why you'd say it's disabled by default.
Because some extremely basic fact checking (http://modenc.renegadeprojects.com/Underwater) would show you that he is in fact right. Subs (or, to be more accurate, Underwater=yes units) are hard coded to not sink. NimoStar doesn't have to be a programmer to read a ModEnc page, and neither do you.
@NimoStar: The main reason for this is that the sinking animation would cause the sub to "unstealth" and look like it had surfaced fully all of a sudden, which wouldn't make much sense if it was "underwater" at the time of its death. Also, to players who have uncovered the shroud of the area but are not actively detecting that area, the sub would magically appear above water on their screen as it sank.
Since I highly doubt this will get the time of day in an Ares discussion, LKO's solution is probably the best way. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
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