Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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1 is it possible to make a unit switch locomotors like the rangers weaponset
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9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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Captain Joined: 6/23/2014(UTC) Posts: 50 Location: Yuri's Lair
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Probably... I'll have to try. |
The mind is quicker than the eye.
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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That would be cool but you'd have to make it a fair unit in game bu making it have some sort of deploy button so it slows down and uses a big weapon or speeds up and uses a weak weapon Else it might end up being an unfair unit |
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General Joined: 12/30/2011(UTC) Posts: 982
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I dont think its possible, once you upgrade the locomotor you cant switch back, tried it a few times, i used the worker logic to switch between commandsets and remove the upgrade wich switches to the second locomotor, the upgrade is removed but the locomotor doesnt switch back, it stays upgraded. Maybe im wrong, never was the smartest kid of the class |
Panem et kirkinses |
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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It's been a long time since I looked at Generals code, but what about bike logic? |
CommieDog: Because someone has to do your dirty work for you |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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Never thought of that...
Also how can I lift a aircraft off the ground and make it take from the height is at
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9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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Because I got the carrier to work but when you build the planes fall three to the ground since planes HAVE to take off from ground. If there is no way to lift the planes to take off the carrier I'll do a model work around then I have to have mom way to .get the carriercraft not be able to land on a regular airfield or else it will leave a nice glitch . Also I don't need help just want .ro know if I can add the bunkerbuster to the gla ied bomb thing. That's about all for right now. Edit:now that I remember what Iwas going to type. I need something that i will kill a unit after it builds something Edited by user Saturday, July 26, 2014 4:41:12 PM(UTC)
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9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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Changing Locomotors. Like CommieDog said try Biker Logic.
Check the Aircraft Carrier-specific Raptors, see if you can find something different from normal Raptors(like a certain locomotor or something)
Bunker Buster IEDs? Just check out how the Bunker Buster works. I think it has a damage type? |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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That phone autocorret is the worst ever.
But I think I will do a model work around. For the carriers planes. I'll look at biker logic and bunker buster missile. Then I think I'll work a ocl into a gun for the carrier that will do damaged to self and spawn the boat form of the carrier. |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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Ok made the bunkertrap turns out the bunker buster part is a weapon. And bike logic it has 2 locomotors in the normal locomotor. |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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So I. Did the "deploy" and now my aircraftcarrier works |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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So I got the IED made and it works. Now I'm going to. work on a minimod. Basically makeing it where as America. Your veteran units can self. Release the pilot from itself |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I did that at one point but I couldn't make the unit kill itself at the same time as ejecting it All you need is an upgrade to trigger the pilot ocl module and add it to every us vehicle Hope that helps you or at least gives you a starting point |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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im just going to add bomb truck code to it and give it a suicide weapon that fires 2 ocls or 1 ocl that creates the original unit and rank 3 pilot or both |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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That may end up blowing up the pilot also you would need a separate ocl for each vehicle Sounds like a lot of work for one little mod |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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simple copy and paste job |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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you need a seperate ocl for each vehicle |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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yep i already got that so copy/paste that ocl change it for each use land or air vehicle. |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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not sure about using it with planes |
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