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Pilots like in Generals
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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Mon Mar 14, 2016 1:16 pm    Post subject:   Reply with quote  Mark this post and the followings unread

How complicated is it to implement the Generals Pilot mechanism? Units already eject veteran/elite infantry, could be interesting looking into it.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Mar 15, 2016 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Pilots would need some new survivor type. Alas the tag name Pilot Chance is already used. If this was to be reused, and like maybe having a new tag like Pilot=yes on infantry:
Such units would have to be made to always be able to enter Trainable=yes units that aren't elite. When they enter, instead of entering they would have to be removed and the veterancy transferred to the unit.

I guess it's a moderately difficult feature, though there might be some more complicated parts. (I'm ignoring the temporary immunity here pilots in Generals seem to have, for example.)

edit: Thinking more about it, entering another unit would be complicated. Units that aren't transports can't be entered easily, and the unit would have to be standing still. It's not like in generals, where the units run onto the transport and enter in masses. In YR they enter one by one, in a controlled manner. I can imagine that part is very complicated to get right.

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Mar 15, 2016 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
I guess it's a moderately difficult feature, though there might be some more complicated parts. (I'm ignoring the temporary immunity here pilots in Generals seem to have, for example.)


They are actually not immune, the AI just doesn't target/see them as enemies for about a sec.
Whenever an AI helicopter crashes, I can kill the pilot straight away, but there's no attack cursor yet.

There's no way you can transfer the veterancy like is done for MC and Spawners?

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue Mar 15, 2016 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Semi-working with Attach.Effect. The unit will only eject a pilot if it is Veteran or Elite, thanks to new crew/survivor tags.




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Crimsonum
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Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Mar 15, 2016 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

What would happen if the pilot ejects above a cell that's normally impassable to infantry, such as water or cliff? Would it just die after landing, like in Generals? Or would you rather prevent the pilot from ejecting in the first place, if the piloted unit is above such cell?

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Mar 15, 2016 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Could be the same as with paradropping: it just won't spawn.
A plane flies over a location for a given amount of times, when it cannot drop all infantry within that time, it will just depart.

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