Posted by: klingondragon - Tuesday, August 26, 2014 10:53:12 AM
ive looked through all the code i can find and nothing that stops you building on water
what do you have to change/add to let you build on water
Posted by: precision_bomber - Tuesday, August 26, 2014 11:51:42 AM
Using Dozers, even if you make them hovercrafts... You can never build on water. Its Hardcoded(?)
But having a object appear on water is what you're more looking for.
I'm going to need more insight on this. Hold on.
Posted by: klingondragon - Tuesday, August 26, 2014 11:53:33 AM
Ok I think I can do that
Posted by: qqqqqqqqqp - Tuesday, August 26, 2014 12:27:06 PM
i can make it like the riseing sun on ra3 but thats about it
make it where the command center builds a certain unit then that unit can deploy into a base or navel base or what ever
Posted by: klingondragon - Tuesday, August 26, 2014 12:32:33 PM
That may work I don't know
I'll experiment with having the naval base as an object rather than a structure if I can make that work I'll use that else I'll ask for your method
Posted by: UTD^Force - Tuesday, August 26, 2014 2:21:34 PM
If you can make the red square (or geometry I think) be on land while the rest of the building is on water, I think that's easy, isn't it?
But I think you should use Gmax and make the part which should be on land be a small square on the place where the 2 thick lines meet and the rest of the building far enough to make the ships or boats be built on water...
Posted by: klingondragon - Tuesday, August 26, 2014 2:33:28 PM
My problem is that I don't like gmax
I try and outsource my model making to others
Speaking of which... Can someone make me three models (one us one ch ond one gla naval base)
I would like it such that the base is entirely on water (like in ra2(ive not played other ra games so don't say its in all of them because i don't know))
I'll be modding tomorrow and ill put my results here
Posted by: UTD^Force - Tuesday, August 26, 2014 2:41:55 PM
I'll try to find and post the naval bases in Destructive Forces and only upload them, I think you might need some help from qqq..( Many Q and p) to skin them for you and make the damaged models.
Posted by: klingondragon - Tuesday, August 26, 2014 2:45:26 PM
Does the readme say you can reuse and redistribute the files in the mod
I dont want to use the models if they are not to be reused
Posted by: UTD^Force - Tuesday, August 26, 2014 2:51:55 PM
It didn't contain a readme, I think qqqqqqqqqqqp can make them easily I can post some images on how they may look like tomorrow.
Posted by: klingondragon - Tuesday, August 26, 2014 2:55:20 PM
I'd prefer not to use it then
Without their express authorisation I'd feel bad for using it (them)
If someone can give me 3 new ones to use that would be helpful
Posted by: precision_bomber - Tuesday, August 26, 2014 3:48:12 PM
[quote=UTD^Force;133381]If you can make the red square (or geometry I think) be on land while the rest of the building is on water, I think that's easy, isn't it?
But I think you should use Gmax and make the part which should be on land be a small square on the place where the 2 thick lines meet and the rest of the building far enough to make the ships or boats be built on water...[/quote]
This was method used in Reborn. When you chose to make docks the game suggested you build them near a shoreline otherwise your ships would move weirdly across land.
If only I knew the secrets of Contra...
Posted by: Annihilationzh - Tuesday, August 26, 2014 4:13:25 PM
What's the difference between a building and a unit in zero hour? If you can answer this question then you can build on water.
Posted by: klingondragon - Tuesday, August 26, 2014 4:15:29 PM
I believe it could be that it cant be built on water and must be built by a dozer
Does anyone know if a dozer construct command button can build a unit
Posted by: UTD^Force - Tuesday, August 26, 2014 4:15:44 PM
No difference?
Posted by: UTD^Force - Tuesday, August 26, 2014 4:23:13 PM
[quote=KlingonDragon;133389]
Does anyone know if a dozer construct command button can build a unit[/quote]
I think if you add the bone for the unit to be spawned on, it can be done. But will look weird.
Posted by: Annihilationzh - Tuesday, August 26, 2014 4:30:52 PM
The secret lies in the fact that you can easily blur the line between a building and a unit. Try slowly converting a Gatling cannon into a unit, and you'll start to understand what you can blur and what you can't.
Ultimately, you can't use dozer construction methods to build on water, but you can make a dozer construct a unit on water.
Posted by: precision_bomber - Tuesday, August 26, 2014 4:32:05 PM
A PLACED_BY_PLAYER unit.
Hm.
Posted by: klingondragon - Tuesday, August 26, 2014 4:36:01 PM
Ill experiment tomorrow
For the moment I'm using the detention camp as the naval base but if someone could suggest a better model to test with that would be great
I would still like someone to make me three naval base models
I don't need snow and night just standard _D and _E models for each (9 in total)
Posted by: Gameanater - Tuesday, August 26, 2014 7:21:05 PM
Since it's basically impossible to build something on water...
I would probably do something like this...
I would look at the code for something like a Patriot Missile System or any other USA building and go to the part that spawns Rangers upon death.
I'd take that code with the Ranger spawning and see if it works on a non-structure.
If it does, see if you can change it to spawn a BUILDING instead of a Unit.
If it can, give it to a new Unit that can go on water and give it a command button that makes it use a self-destructive "weapon" that destroys itself while doing no damage to anything else.
Only problems with using this (assuming it works):
-- You probably can't control what direction the stucture will face
-- You will probably be able to "deploy" the structure on land AND water
Posted by: klingondragon - Tuesday, August 26, 2014 7:48:04 PM
Deploying on land and water's not a problem
Deployment entirely on land is
Posted by: Gameanater - Tuesday, August 26, 2014 8:06:38 PM
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?
Posted by: klingondragon - Tuesday, August 26, 2014 8:19:19 PM
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
Posted by: Gameanater - Tuesday, August 26, 2014 8:29:41 PM
Yeah...
You would probably end up building boats on dry land... I'd actually be interested to see how that works.
Posted by: klingondragon - Wednesday, August 27, 2014 7:46:05 AM
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 [ATTACH]1532[/Attach]
Posted by: qqqqqqqqqp - Wednesday, August 27, 2014 11:52:49 AM
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.
Posted by: klingondragon - Wednesday, August 27, 2014 11:57:41 AM
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
Posted by: qqqqqqqqqp - Thursday, August 28, 2014 11:46:14 AM
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
Posted by: klingondragon - Thursday, August 28, 2014 11:50:14 AM
that makes sense
Posted by: qqqqqqqqqp - Thursday, August 28, 2014 12:06:09 PM
thats what i was going for
Posted by: UTD^Force - Thursday, August 28, 2014 1:03:19 PM
[quote=qqqqqqqqqp;133430]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[/quote]
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.
Posted by: klingondragon - Thursday, August 28, 2014 1:13:37 PM
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
Posted by: precision_bomber - Thursday, August 28, 2014 1:37:31 PM
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:
[code]
Behavior ReplaceObjectUpgrade ModuleTag_ChangeMode
ReplaceObject = *insert other object here
TriggeredBy = PLAYER_UPGRADE
End
[/code]
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.
Posted by: klingondragon - Thursday, August 28, 2014 1:43:33 PM
That could be a much better way of making the deploy button for the naval base and the aircraft carrier
Posted by: qqqqqqqqqp - Thursday, August 28, 2014 5:39:17 PM
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
Posted by: UTD^Force - Thursday, August 28, 2014 6:22:15 PM
Here, In the Module list made by DeeZire and posted here by rrtaya. I found this:
[code=plain]ReplaceObjectUpgrade
TriggeredBy = ;from Upgrade.ini
FXListUpgrade = ;from FXList.ini
ConflictsWith = ;from Upgrade.ini
RequiresAllTrigers = ; Yes/No
ReplaceObject = ;Object Name
End[/code]