GeneralJoined: 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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The whole point of the helicarrier, is for it to carry.
Good design though. |
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MajorJoined: 3/27/2015(UTC) Posts: 490
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Well, once I release the model along with the base code. Feel free to add the "Carrier" part. |
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GeneralJoined: 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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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 |
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GeneralJoined: 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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Originally Posted by: Zatsupachi  I think this is a good picture to work from:  It shows layout and texture really well. |
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MajorJoined: 3/27/2015(UTC) Posts: 490
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But you're free to do your darndest college try if you want to make mobile airfields work. |
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GeneralJoined: 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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They key thing there is: That kind of airfield is different to the carrier.
I'll have a play and update you later. |
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MajorJoined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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That was me attaching the bones on the chassis of the airfield.
I tried putting a locomotor on an Aircraft Carrier same thing. |
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GeneralJoined: 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 tried a portable structue in an overlordcontain module. Same problem. I'll keep working on it. |
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PrivateJoined: 1/21/2013(UTC) Posts: 43 Location: San Sai Thanks: 7 times Was thanked: 3 time(s) in 2 post(s)
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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." |
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PrivateJoined: 1/12/2017(UTC) Posts: 23
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klingondragon i have send to you in skype
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ColonelJoined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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Originally Posted by: Zatsupachi  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 |
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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GeneralJoined: 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 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. |
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MajorJoined: 3/27/2015(UTC) Posts: 490
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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.aspxThis 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? |
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GeneralJoined: 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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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).
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GeneralJoined: 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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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)? |
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ColonelJoined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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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
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GeneralJoined: 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 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. |
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GeneralJoined: 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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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. |
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PrivateJoined: 1/21/2013(UTC) Posts: 43 Location: San Sai Thanks: 7 times Was thanked: 3 time(s) in 2 post(s)
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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." |
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GeneralJoined: 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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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). |
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