klingondragon
9 years ago
The whole point of the helicarrier, is for it to carry.

Good design though.
Zatsupachi
9 years ago
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/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
klingondragon
9 years ago
It will need the right bones.

These are the bones for the American Carrier:
    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:
  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).
klingondragon
9 years ago
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.

Zatsupachi
9 years ago


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/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
klingondragon
9 years ago
They key thing there is: That kind of airfield is different to the carrier.

I'll have a play and update you later.
Zatsupachi
9 years ago
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/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
klingondragon
9 years ago
I tried a portable structue in an overlordcontain module. Same problem. I'll keep working on it.
matthewandnathan
9 years ago
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."
Omar_Gamer
9 years ago
klingondragon
i have send to you in skype
zero hour mad map maker
9 years ago

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.

Originally Posted by: Zatsupachi 



LOL! Even though that doesn't work.......... it's hilarious 😁
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klingondragon
9 years ago
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.
Zatsupachi
9 years ago
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/forums/cnc_postst16977_Random-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/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
klingondragon
9 years ago
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).



klingondragon
9 years ago
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)?
zero hour mad map maker
9 years ago
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
klingondragon
9 years ago
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.
klingondragon
9 years ago
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.   Carrier.zip (62kb) downloaded 52 time(s).   Test Carrier.zip (3kb) downloaded 53 time(s).
matthewandnathan
9 years ago
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."
klingondragon
9 years ago
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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