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Flying Aircraft Carrier
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MasterKirov
Vehicle Driver


Joined: 16 Mar 2010

PostPosted: Wed Aug 04, 2010 8:00 am    Post subject:  Flying Aircraft Carrier
Subject description: Can it be done?
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So I was inspired by http://www.ppmsite.com/forum/viewtopic.php?t=14227 to see if I could actually make it a workable concept - there's just something appealing about this concept.

Anyways, so as an experiment I got the voxol, incorporated it into the game, created a couple of new flying units (one for the carrier, one for the little fighter jets), created the spawn triggers (in a similar manner to the Allied Aircraft Carrier), and then launched the game.

It was partially successful - the aircraft all flew out, but they crashed shortly after delivering their attack. Not to mention the Carrier was constantly moving to hover over a building despite being given a clear attack and not a move order.

I have a clear idea of what I'm doing, but these two habits are proving annoying. If anyone has any idea how to fix any of these, please let us know - it's too crazy awesome to pass up (not to mention would actually get this voxol working).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 04, 2010 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Afaik it can't be done, since the spawned aircraft always start from the ground and not from the flying carrier in midair.

About your 2 problems. If you don't show your art/rules code, there isn't much we can help, except doing wild speculations, like check if it's an vehicletype, see if the locomotors are correct etc etc.

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MasterKirov
Vehicle Driver


Joined: 16 Mar 2010

PostPosted: Wed Aug 04, 2010 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Afaik it can't be done, since the spawned aircraft always start from the ground and not from the flying carrier in midair.


Damn. Well I guess this can go in the recycling bin alongside the Tank/Battleship.

Lin Kuei Ominae wrote:
About your 2 problems. If you don't show your art/rules code, there isn't much we can help, except doing wild speculations, like check if it's an vehicletype, see if the locomotors are correct etc etc.


I had thought of these things too, until you pointed out the above.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Aug 04, 2010 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Theoretically it can still be done with a [VehicleType] jumpjet. If the stuff does spawn on the ground, you should be able to change the FLH to emulate the effect. Though, if I remember things right, the vehicles always spawn from dead center of the voxel, regardless of its position.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Aug 04, 2010 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

yep, using a JumpJet without BalloonHover= would be the only way to fix this, though IMO would defeat the purpose of the type of vehicle it is.

Another option you may want to try, I'm not certain it would work, but try using the tags from the SiegeChopper

HoverAttack=yes
IsSimpleDeployer=yes
UnloadingClass=
DeployFire=yes
DeployToLand=yes

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Wed Aug 04, 2010 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was thinking of using a ground vehicle with the Hover loca. to simulate a low flying Epic Unit

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Aug 04, 2010 9:05 pm    Post subject: FAC Reply with quote  Mark this post and the followings unread

I had the same thought of a flying aircraft carrier after watching an old episode of GI Joe. After looking at the possibilities I thought it to be impossible. Maybe you should post up on Renegade forums and see if there would be a way for a modification with ARES to include this idea.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 04, 2010 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have done years ago the same thing and the result was
-the spawned aircraft, regardless what you set, start always from ground level. It's simply a hardcoded behaviour of them and no FireFLH key or something else changes it
-BalloonHover VehicleType was what i used too and it worked fine

In the end i made my Mothership able to deploy and let it launch the small drones from the ground.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Aug 05, 2010 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I have done years ago the same thing and the result was
-the spawned aircraft, regardless what you set, start always from ground level. It's simply a hardcoded behaviour of them and no FireFLH key or something else changes it
-BalloonHover VehicleType was what i used too and it worked fine

In the end i made my Mothership able to deploy and let it launch the small drones from the ground.


I requested hornet spawns to be FLH dependant for Ares a while back, dunno if this issue would be related to that or not.....

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