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Airtransports (once again)
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Tue Jul 09, 2013 12:31 am    Post subject:  Airtransports (once again) Reply with quote  Mark this post and the followings unread

Yet another attempt to get airtransports working. You can see the idea from the animation. It really has no drawbacks, but its use is limited to maps. Naturally the extra unit would be made invisible and unselectable. Was thinking the extra unit could also be used as animated rotors, but unfortunately it doesn't land with the aircraft.


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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Jul 09, 2013 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

What does the highlighted unit do exactly?

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Tue Jul 09, 2013 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
What does the highlighted unit do exactly?


Occupy the same cell as the transport, allowing it to land without going crazy.

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Jul 09, 2013 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
Occupy the same cell as the transport, allowing it to land without going crazy.

This is a nice workaround indeed.

It will look better if the "highlighted" unit is invisible.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jul 09, 2013 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool work there SuperJoe.  A little sad that it'd only work with pre-placed transports, but otherwise very nice.

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Team Black
Defense Minister


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

PostPosted: Fri Jul 12, 2013 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

the floating unit, do you have to build it then? how do you order it to follow the tran?

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