Welcome Guest! To enable all features please Login or Register.

Notification

Icon
Error

10 Pages«<56789>»
Options
Go to last post Go to first unread
Offline klingondragon  
#121 Posted : Monday, January 30, 2017 10:43:00 AM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
The whole point of the helicarrier, is for it to carry.

Good design though.
Offline Zatsupachi  
#122 Posted : Monday, January 30, 2017 10:53:13 AM(UTC)
Zatsupachi
Major
Joined: 3/27/2015(UTC)
Posts: 490

Thanks: 5 times
Was thanked: 213 time(s) in 155 post(s)
Well, once I release the model along with the base code. Feel free to add the "Carrier" part.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline klingondragon  
#123 Posted : Monday, January 30, 2017 10:56:31 AM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
It will need the right bones.

These are the bones for the American Carrier:
Code:
    ExtraPublicBone = Runway1Prep1 
    ExtraPublicBone = Runway1Prep2 
    ExtraPublicBone = Runway1Prep3 
    ExtraPublicBone = Runway1Prep4 
    ExtraPublicBone = Runway1Prep5 
    ExtraPublicBone = Runway1Prep6 
    ExtraPublicBone = Runway1Prep7 
    ExtraPublicBone = Runway1Prep8
    ExtraPublicBone = Runway1Prep9
    ExtraPublicBone = RunwayStart1 
    ExtraPublicBone = RunwayEnd1
    ExtraPublicBone = RunwayLDEnd1 
    ExtraPublicBone = RunwayLDStart1 
    ExtraPublicBone = Runway2Prep1
    ExtraPublicBone = Runway2Prep2
    ExtraPublicBone = Runway2Prep3 
    ExtraPublicBone = Runway2Prep4 
    ExtraPublicBone = Runway2Prep5 
    ExtraPublicBone = Runway2Prep6 
    ExtraPublicBone = Runway2Prep7 
    ExtraPublicBone = Runway2Prep8 
    ExtraPublicBone = Runway2Prep9
    ExtraPublicBone = RunwayStart2 
    ExtraPublicBone = RunwayEnd2
    ExtraPublicBone = RunwayLDEnd2 
    ExtraPublicBone = RunwayLDStart2 
    ExtraPublicBone = Taxi1 
    ExtraPublicBone = Taxi2 
    ExtraPublicBone = Taxi3 
    ExtraPublicBone = Taxi4
    ExtraPublicBone = Taxi5 
    ExtraPublicBone = Taxi6 
    ExtraPublicBone = Hanger1

And the Carrier Module:
Code:
  Behavior = FlightDeckBehavior ModuleTag_11
    NumRunways              = 2
    NumSpacesPerRunway      = 10

    Runway1Spaces           = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9
    Runway1Takeoff          = RunwayStart1 RunwayEnd1
    Runway1Landing          = RunwayLDStart1 RunwayLDEnd1
    Runway1Taxi             = Taxi2 Taxi3 Taxi4 Taxi6
    Runway1Creation         = Hanger1 Taxi4 Taxi6
    Runway1CatapultSystem   = AircraftCarrierCatapultSteamParent

    Runway2Spaces           = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9
    Runway2Takeoff          = RunwayStart2 RunwayEnd2
    Runway2Landing          = RunwayLDStart2 RunwayLDEnd2
    Runway2Taxi             = Taxi1 Taxi3 Taxi5
    Runway2Creation         = Hanger1 Taxi4
    Runway2CatapultSystem   = AircraftCarrierCatapultSteamParent

    HealAmountPerSecond     = 20
    ApproachHeight          = 50
    LandingDeckHeightOffset = 45.0
    ParkingCleanupPeriod    = 533  ;How often the carrier checks to move planes forward in the queue to fill empty spaces
    HumanFollowPeriod       = 333  ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves.

    ;Template of payload, and how quickly destroyed ones get replaced.
    PayloadTemplate         = AmericaJetAircraftCarrierRaptor
    ReplacementDelay        = 4000
    DockAnimationDelay      = 3000

    ;How quickly a wave of fighters can be launched.
    LaunchWaveDelay         = 3000
    LaunchRampDelay         = 667
    LowerRampDelay          = 600
    CatapultFireDelay       = 750

  End


All we need is the carrier to have these extra bones. Up to you how many (Although I think 4 quinjets is about right).

Edited by user Monday, January 30, 2017 11:02:27 AM(UTC)  | Reason: Added Code

Offline klingondragon  
#124 Posted : Monday, January 30, 2017 11:05:35 AM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
Originally Posted by: Zatsupachi Go to Quoted Post
Helicarrier: http://imgur.com/a/Mx9AN
Ack. Doing texture-work on this thing will be a nightmare.


I think this is a good picture to work from: UserPostedImage

It shows layout and texture really well.
Offline Zatsupachi  
#125 Posted : Monday, January 30, 2017 12:04:10 PM(UTC)
Zatsupachi
Major
Joined: 3/27/2015(UTC)
Posts: 490

Thanks: 5 times
Was thanked: 213 time(s) in 155 post(s)


But you're free to do your darndest college try if you want to make mobile airfields work.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline klingondragon  
#126 Posted : Monday, January 30, 2017 12:13:36 PM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
They key thing there is: That kind of airfield is different to the carrier.

I'll have a play and update you later.
Offline Zatsupachi  
#127 Posted : Monday, January 30, 2017 12:41:59 PM(UTC)
Zatsupachi
Major
Joined: 3/27/2015(UTC)
Posts: 490

Thanks: 5 times
Was thanked: 213 time(s) in 155 post(s)
That was me attaching the bones on the chassis of the airfield.

I tried putting a locomotor on an Aircraft Carrier same thing.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline klingondragon  
#128 Posted : Monday, January 30, 2017 1:01:44 PM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
I tried a portable structue in an overlordcontain module. Same problem. I'll keep working on it.
Offline matthewandnathan  
#129 Posted : Wednesday, February 1, 2017 3:47:42 PM(UTC)
matthewandnathan
Private
Joined: 1/21/2013(UTC)
Posts: 43
Thailand
Location: San Sai

Thanks: 7 times
Was thanked: 3 time(s) in 2 post(s)
Unfortunately I'm not a modeler, but I can code (sort of). But if this project gets off the ground I'll dust off FinalBig and help out where I can.
"Overlord Moving."
Offline Omar_Gamer  
#130 Posted : Thursday, February 2, 2017 3:00:27 PM(UTC)
Omar_Gamer
Private
Joined: 1/12/2017(UTC)
Posts: 23

Thanks: 2 times
Was thanked: 1 time(s) in 1 post(s)
klingondragon
i have send to you in skype
Offline zero hour mad map maker  
#131 Posted : Thursday, February 2, 2017 7:55:41 PM(UTC)
zero hour mad map maker
Colonel
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 12/27/2013(UTC)
Posts: 681
Canada
Location: MLP

Thanks: 181 times
Was thanked: 143 time(s) in 119 post(s)
Originally Posted by: Zatsupachi Go to Quoted Post
https://www.youtube.com/watch?v=egLu0m-Db18

But you're free to do your darndest college try if you want to make mobile airfields work.


LOL! Even though that doesn't work.......... it's hilarious Big Smile
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
Offline klingondragon  
#132 Posted : Thursday, February 2, 2017 8:02:42 PM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
I think I've worked out a way to do the heli-carrier. Simple: have a deploy button. Switch the mobile carrier for a static carrier.
Offline Zatsupachi  
#133 Posted : Thursday, February 2, 2017 10:02:29 PM(UTC)
Zatsupachi
Major
Joined: 3/27/2015(UTC)
Posts: 490

Thanks: 5 times
Was thanked: 213 time(s) in 155 post(s)
From what I know, that doesn't exactly help since the Runway bones will NEVER move with your objects even if you chained them to the model..

Take a look at the recent video I posted from:
http://www.cnclabs.com/f...m-Zero-Hour-Science.aspx

This is the closest I can get to "MOBILE Aircraft Carrier" using what essentially amounts to a flying troop crawler.

Later(not in this video), I tried applying to a Firebase so that it shows the models of the aircraft inside the carrier. But it seems that GarrisonContain and TransportContain are very different in that GarrisonContain always makes units attack from inside the garrison where as in TransportContain you can disable it.

So what happened was that the aircraft is shooting from inside the transport, and not exiting like it would normally like a troopcrawler.
...

My only other idea is to include the Quinjets on the base model and hide them when attacking with the Quinjets. Have the Quinjets as the 'exits' for the units.

...

This does beg the question, how many turrets do you want the helicarrier have?
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline klingondragon  
#134 Posted : Friday, February 3, 2017 4:35:59 AM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
The 'deploy' method should work then.
As the object would literally be destroyed and rebuilt as a different object. The runways won't need to move.

However if that doesn't work (I haven't tested it yet (I have to sleep sometimes)), that troop crawler method is good enough.

As for turrets, depends if we're making helicarrier 64 (from avengers and ultron) or one of the three that were introduced and destroyed in the space of one film (I'd rather it was 64, it's still around (albeit in bad shape) at the time of writing).


Offline klingondragon  
#135 Posted : Friday, February 3, 2017 4:39:18 AM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
On an unrelated note (hence the separate post):

How do we like the updated logo, (I changed the faction icons: shield lost the outer circles of stars and words; the avengers got a better quality picture, this time in colour; hydra lost some of their outer decoration)?
Offline zero hour mad map maker  
#136 Posted : Friday, February 3, 2017 7:23:13 AM(UTC)
zero hour mad map maker
Colonel
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 12/27/2013(UTC)
Posts: 681
Canada
Location: MLP

Thanks: 181 times
Was thanked: 143 time(s) in 119 post(s)
The changes for the logo are good, except in my opinion Hyrda should still have the decorations on the outside of it.

Also, I have a dumb question about the helicarrier. How come you just can't apply the aircraft carrier logic to it rather than the airfield? You could make the aircraft carrier hover/fly right?
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
Offline klingondragon  
#137 Posted : Friday, February 3, 2017 9:03:04 AM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
That was my thought. That's what I tested.
It works exactly the same way (the aircraft carrier is static too).
The main differences between the carrier and a normal airfield is that the carrier rebuilds its aircraft and the aircraft are slaves.
Offline klingondragon  
#138 Posted : Saturday, February 4, 2017 9:25:32 PM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
Got it working, sort of.

I've just finished testing my 'Deploy' method.

I made a mobile carrier. That worked.
I added buttons to build it. That worked
I added commands to 'Deploy' the normal carrier.
I tried to make the carrier 'Deploy'. That didn't work (The commandbutton was greyed out, with no indication why.).
I tested the 'Deploy' code on a Humvee. That worked.

I can't work out why the carrier doesn't work.

I've attached the relevant mod files. And a simple map that lets you test the carrier without waiting to build your base.


I'm going to bed. Hopefully I can work it out while I sleep (I once thought up an entire website's code (PHP, HTML, css, and some .htaccess stuff) while asleep).

If not, hope someone else can work it out.
File Attachment(s):
Carrier.zip (62kb) downloaded 49 time(s).
Test Carrier.zip (3kb) downloaded 50 time(s).
Offline matthewandnathan  
#139 Posted : Sunday, February 5, 2017 12:36:56 PM(UTC)
matthewandnathan
Private
Joined: 1/21/2013(UTC)
Posts: 43
Thailand
Location: San Sai

Thanks: 7 times
Was thanked: 3 time(s) in 2 post(s)
So, not to negate all your work, but I tried to make a helicarrier myself once upon a time. I actually tried what you're doing now, could never get it to work.
What I ended up doing was making the carrier a transport unit that could only carry air units. I used the Chinese troop carrier logic, and boom. It did look hilarious when I added the evacuate command.
"Overlord Moving."
Offline klingondragon  
#140 Posted : Sunday, February 5, 2017 2:29:38 PM(UTC)
klingondragon
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 4/10/2014(UTC)
Posts: 1,591
United Kingdom
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)
So, the same method as described by Zatsupachi.

I think the problem may be that the carrier is in flight (Although I don't see why height would affect an upgrade).
Users browsing this topic
Guest
10 Pages«<56789>»
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.