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(TS) Movement in water only?
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GeneralDoomsday
Vehicle Driver


Joined: 05 May 2013
Location: Germany

PostPosted: Sun May 19, 2013 11:54 am    Post subject:  (TS) Movement in water only? Reply with quote  Mark this post and the followings unread

it that possible?

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun May 19, 2013 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread


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GeneralDoomsday
Vehicle Driver


Joined: 05 May 2013
Location: Germany

PostPosted: Sun May 19, 2013 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread


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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun May 19, 2013 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since it's a voxel it should be placed in a .mix file which is respectively named expandXX.mix where XX is any number (02 to 99). Higher number means higher priority. Then put the entry of the voxel you downloaded in your rules.ini and art.ini otherwise the game won't read the voxel and will show you an invisible file. Wait what do you mean by the ini text from the Hover MLRS? You mean its locomotor and stats?? Maybe this will help you to manage mix files

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Zero18
Commander


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

PostPosted: Sun May 19, 2013 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

wrong section. Someone please move this to the TS modding section.

And, please look at here and here

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 19, 2013 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

GeneralDoomsday wrote:
it that possible?

yes
MovementRestrictedTo=Water ;move in water only
MovementZone=AmphibiousDestroyer ;pathfinding in water and land (no water only pathfinding in TS)
SpeedType=Float ;have 100% speed when moving in water, 0% speed on other groundtypes

\topic moved

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun May 19, 2013 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you use SpeedType=Float there's generally no need to use MovementRestrictedTo=Water as well, unless you modified the Land Characteristics to allow Float to move on other land types than water.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 19, 2013 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure, but i think having MovementRestrictedTo=Water could help with the pathfinding.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun May 19, 2013 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I actually tried that myself when I was messing with DTA's ships, but from I could tell it didn't help at all (I still manually had to guide ships around corners).

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