Posted: Thu Oct 18, 2012 11:39 am Post subject:
[ARES] 4x3 Unit factory
Subject description: not obvious but possible
As what was mentioned by DCoder at old bug tracker.
Unit harcoded to exit at 11th outline(FoundationOutline.10 since zero based). So if you setup building with custom foundation, you will be able to set it right in front of doorway.
The unit will be spawned at ExitCoord= . Next a doorway animation will be played. After that unit will be moved at 3 cell distance form 11th outline and exits.
NB: There is an interesting behavior of all hover and SHP units probably because of their Locomotors. They will be not moved from ExitCoord and comes out to 11th right away.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Oct 18, 2012 2:29 pm Post subject:
Ah yeah, I remember that old topic where I experimented with it and to the even older one which I got linked in the end for the reasoning. This was that one, tho, maybe worths a read if someone is really interested. Usual orientations seems OK IMO.
http://forums.renegadeprojects.com/showthread.php?tid=1378&pid=14772#pid14772 _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
You welcome. There is one more thing I must tell you. Unit will be spawned at very last cell of building. In some cases, if the unit is too long and goes beyond the cell, it's rear could be seen from under the SHP.
Its quite obvious yes, but I whould prefer if some one had told me about this before I actually did artwork. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
This is one hell of a hurdle for TD:R as well. Luckily I don't have any exotic locomotors, but the Mammoth Tank may have issues with this. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Oct 22, 2012 6:19 pm Post subject:
Not much, since after ExitCoord some unit jump into that 3 cells behind F.Outline10 cell. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
4×3 Factory works good but unfortunately there is another bug with this. Those game modes which includes 4×3 [GAWEAP] or [NAWEAP]... For example there is a game mode where you can't capture buildings. All buildings have 'Capturable=false' tag like [GAWEAP] and [NAWEAP] have. This time the 'ExitCoord' doesn't work correctly.
[NAWEAP] ; Nod War Factory
Capturable=false
Image=NANODWEAP
ExitCoord=64,192,0
I copy the 'Image' and the 'ExitCoord' from rulesmd but still doesn't work.
I tried to in different game modes where aren't any changes on [GAWEAP] or [NAWEAP] and the 'ExitCoord' works good. _________________ QUICK_EDIT
I've been trying to get this to work but no mater what Foundation/Outline/ExitCoord I use units always spawn 3 cells away from the back of the building & then drives to the edge of the building.
Edit: DCoder's post on the ren forums explains why. _________________
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