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A locomotor for a Hover MRLS
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Apr 03, 2010 4:00 am    Post subject:  A locomotor for a Hover MRLS
Subject description: Solved!
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So I have a Hover MRLS. I'd like for it to able to hover over water, has it did in Tiberian Sun, but I'm having problems.

The 'Hovercraft' Locomotor, apart from looking awful on land, refuses to to enter into water (I only tried default skirmish maps). I then tried modifying the Devourer tanks locomotor to include 'WATER' & 'DEEP_WATER' in it's 'Surfaces' attributes, but I'm still unable to enter water.

There seems to be path finding issues with the 'Hover' locomotor as well.

Any solutions that work & look good on land and sea?

Last edited by Madin on Sat Apr 03, 2010 9:38 am; edited 1 time in total

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Apr 03, 2010 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Assuming that C&C3 is similair to Generals in this regard, you may want to look at the maps themselves because often the beaches were painted with the impassibility brush to prevent anything from crossing it. Also look into seeing if you can have two locomotors, one for land and one for over water.

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Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Sat Apr 03, 2010 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Could try something similar to this. I originally made this for buzzers that could go anywhere on the map, including over cliffs, it seems to work well enough for them. With some slight modifications I don't see why it won't work with your vehicle. When I first tried implemented a hovering unit that could go anywhere, I kept running into a strange problem where the unit would bounce along when ever it was moving, but I was able to correct it. The buzzers appear exactly as they usually do, but can go anywhere.

Code:

      id="AlienBuzzerLocomotor"
      Name="AlienBuzzerLocomotor"
      
      Surfaces="GROUND RUBBLE CLIFF WATER DEEP_WATER"
      TurnTimeSeconds="0.0s"
      TurnTimeDamagedSeconds="2.0s"
      MaxSpeedDamaged="75%"
      AccelerationSeconds="0.5s"
      Lift="120%"
      LiftDamaged="80%"
      BrakingSeconds="0.5s"
      SlowTurnRadius="0.0"
      FastTurnRadius="15.0"       
      MinTurnSpeed="0%"
      PreferredHeight="1"
      AllowMotiveForceWhileAirborne="true"
      BehaviorZ="SURFACE_RELATIVE_HEIGHT"   
      Appearance="HOVER"    
      MaxTurnWithoutReform="45d"   
         
      AirborneTargetingHeight="30"
      LocomotorWorksWhenDead="true"
         
      TakeOffAndLandingSpeed="6.0"
      TakeOffAndLandingSlowDownDelta="25.0"
      TakeOffAndLandingSlowDownTime=".5s"

      ClampOrientationToPathTangent="true"


Hope this helps.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Apr 03, 2010 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Funny to see that even it's XML, I still recognize many tags from Generals Locomotor stuff #Tongue

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Apr 03, 2010 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
Assuming that C&C3 is similar to Generals in this regard, you may want to look at the maps themselves because often the beaches were painted with the impassibility brush to prevent anything from crossing it.

This is correct, all that lovely inviting water wasted!

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Phantom139
Vehicle Drone


Joined: 04 Oct 2009
Location: US

PostPosted: Sun Apr 04, 2010 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh hey, I'm having the same issue with one of my units, a hover tank to be precise, I'll do some more research into this sometime this week and post back.

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