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 Forum index » Other Projects » Released » Invasion Confirmed » Research
OVER_WATER
Moderators: DaFool, Dutchygamer
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Oct 20, 2009 1:30 am    Post subject:  OVER_WATER Reply with quote

I'm looking into amphibious stuff and I noticed there is this condition state and it got me podering it's uses.

Graphics:

Does this mean that there can be seperate animations/models for units while they are in water as opposed to on land? I am almost positive this is a sure 'yes', as the models are condition state based.

Can this condition state be used to allow and forbid certain unit activites and behnavior. For example:
Not allowing units to deploy on water
Only allowing units to deploy on water.
Allowing units to only use certain weapons while in water.

Now I saw this condition state in a list of condition states and not in actual code, so I don't know where this is used. I will ofcourse do some research into this matter. THe only possibility that comes to mind is that transports can't evacuate over water, but this may be because 1) they are technically in the air, 2) the ground beneath them is impassible, or 3) perhaps maybe it has something to do with the condition state I've been talking about.


BIG EDIT:

Ok, I thought this over, and heres what I got:

weaponsets require a condition state
so, using the over_water condition state I can give the unit a different weaponset than when onland and I can use a suicide weapon to get the unit to deploy so when they are over water, they no longer have this weapon, and thus cannot deploy into whatever.

EDIT2: This is fail because weaponset use a different set of conditions.
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JJ_
Light Infantry


Joined: 12 Sep 2008

PostPosted: Tue Oct 20, 2009 2:47 am    Post subject: Reply with quote

The OVER_WATER state is just a model state, you can use it to trigger model changes, particles, and the likes. Useful for wave particles while the unit moves on water.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Oct 22, 2009 12:51 am    Post subject: Reply with quote

Ok, so it only works for the model itself then? Well, how about this idea:

ra3 type buildings: You make the model of the building, with some kind of naval base/platform. You then make sure that the bottom of the model is a pre-determined numbed/hieght. So then ingame you add the conditionstate = OVER_WATER to the building and have the model be the version of your building adjusted for the water. (water depth would have to be standardized). Then using the nomral conditionstate they would be the right height for the ground by using a different model.

I don't really plan on using this because it would be horrible unbalanced towards the other sides, however, I got the idea in my head so I'm laying it out there, and I'll test it to see if it works.

EDIT: Nevermind, it didn't work.


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The-Light
Grenadier


Joined: 08 Aug 2009
Location: Netherlands

PostPosted: Thu Oct 22, 2009 9:41 am    Post subject: Reply with quote

Too bad, it would be fun to be capable of building on water.

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Gen.Kenobi
Disk Thrower


Joined: 08 Dec 2009
Location: Brazil

PostPosted: Wed Dec 09, 2009 3:41 pm    Post subject: Reply with quote

Well, is possible to build on water, using the RA3 nanocore logic. This is how my mod, Project Evans is doing. Check the videos: http://www.moddb.com/mods/project-evans-the-global-domination/videos/build-water-system#imagebox
& http://www.moddb.com/mods/project-evans-the-global-domination/videos/rush-to-10-shipyards-proof#imagebox
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