klingondragon
11 years ago
Deploying on land and water's not a problem
Deployment entirely on land is
Gameanater
11 years ago
So you wouldn't mind if half of the structure was in the water and the other half on land, but you don't want the entire thing on land, then?
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
klingondragon
11 years ago
Its a naval base it needs to be on water whether that means half and half or totally water but it cant be land locked
Gameanater
11 years ago
Yeah...

You would probably end up building boats on dry land... I'd actually be interested to see how that works.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
klingondragon
11 years ago
here is my naval mod (in progress)
so far ive made the us navy but id like some opinions about the MCV deployment of the naval base and the aircraft carrier

install instructions:
copy the ini folder into data and the csf folder into data\english   NavalMod.zip (304kb) downloaded 6 time(s).
qqqqqqqqqp
11 years ago
what my method. RA3 the riseing sun's CC would build a unit then that said unit would be able to move then it hits the deploy button (a self destructing weapon the uses a OCL to spawn the building) it puts them randomly idk how to stop that but what Anni is say is black magic VoDo stuff BUT that doesnt mean it wont work if it works then hey it works GL
ill see if i cant make a good model for a navel yard.
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 
klingondragon
11 years ago
that sentance(s) makes no sense

but yes it uses the demo_self destruct weapon and ranger debris (changed to naval base) to spawn it
the only problem i have is thatthe aircraft carrier is a structure and i dont think it will work if i make it a boat
qqqqqqqqqp
11 years ago
I did the Aircraft carrier with the deploy logic and i got it to work, going to post a file of a vid that shows how they work



EDIT: Create 2 aircraft carriers the moveing form then the building form.


then the self destruct button spawn the building one and the building one has a diffrent button that returns it to boat mode.



Boat mode moves Building builds
2 weapons one spawns boat version one spawn building
Both kill the unit useing it
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 
klingondragon
qqqqqqqqqp
11 years ago
thats what i was going for
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 
UTD^Force
11 years ago

I did the Aircraft carrier with the deploy logic and i got it to work, going to post a file of a vid that shows how they work



EDIT: Create 2 aircraft carriers the moveing form then the building form.


then the self destruct button spawn the building one and the building one has a diffrent button that returns it to boat mode.



Boat mode moves Building builds
2 weapons one spawns boat version one spawn building
Both kill the unit useing it

Originally Posted by: qqqqqqqqqp 



I remember I had a C&C game like this, but don't remember the name, maybe red alert. The command center could deploy to be a helicopter then the helicopter could deploy to be the command center again.
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
klingondragon
11 years ago
Red alert 2 certainly had this I remember moving my CC halfway across the map so the ai couldn't find me
It wasn't a helicopter, it was a truck I think

I plan on making a mini mod with CC MCVs but what should the MCV be
I was thinking of having a Chinook as the CCMCV
precision_bomber
11 years ago
This is turning into that mobile command center thread I had around some time ago...

It didn't use a weapon to kill itself though.
It used a ReplaceObjectUpgrade(?) Behavior.

I don't remember exactly the code:

  Behavior ReplaceObjectUpgrade ModuleTag_ChangeMode
    ReplaceObject = *insert other object here
    TriggeredBy = PLAYER_UPGRADE
  End

I abandoned this concept from my mod since, it led to people spamming the changemode module to reset hp.
Also it doesn't keep selection.

You can try Combat Cycle/Biker Logic too.
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
klingondragon
11 years ago
That could be a much better way of making the deploy button for the naval base and the aircraft carrier
qqqqqqqqqp
11 years ago
I probably make where it takes time to switch like a delay

To stop hp work around make the navel base not be able to switch
Then for my ACC make a longish timer on deploy or a cost to. It
That's the best besides ANNI H. Idea of bluring building and unit but that still won't make ACC to work well
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 
UTD^Force
11 years ago
Here, In the Module list made by DeeZire and posted here by rrtaya. I found this:
ReplaceObjectUpgrade
TriggeredBy = ;from Upgrade.ini
FXListUpgrade = ;from FXList.ini
ConflictsWith = ;from Upgrade.ini
RequiresAllTrigers = ; Yes/No
ReplaceObject = ;Object Name
End

A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs