The next phase (v3.5)
#22
Posted 09 February 2007 - 10:04 PM
No the image for the drop pod is disabled, his idea is that the drop pods spawn a regular unit that looks like the glider. This comes down with the drop pod & then stays where it landed (so doesn’t disappear after a few sec like the normal pod would)When fired, the superweapon will spawn invisible DropPods
#23
Posted 09 February 2007 - 11:23 PM
DropInf= The Infantry you want to drop
DropInfNum= The amount of infantry to drop
DropUnits= The Units to drop
DropUnitsNum= The amount of units to drop
So you would want something like this:
[GliderSpecial] UIName=Glider Name=Hanglider Aerial Reinforcemnts RechargeTime=4 Type=DropPod Action=GliderAction SidebarImage=GLSWICON DropInf=BRINF;British Rifle Infantry or something DropInfNum=10 DropUnits=GLDR;Glider unit DropUnitsNum=1This will spawn 10 BRINF and 1 GLDR in the air. The BRINF will be inside the (invisible) DropPods, while the GLDR will appear outside, as seen in this picture from RenegadeProjects.
When the (invisible) DropPods hit the ground, the BRINF will appear out of their DropPods, next to the GLDR.
#24
Posted 10 February 2007 - 12:01 AM
1) The infantry are not "inside" the pods but are rather hidden behind them so removing the drop pod Gfx will mean that you’ll see infantry falling from the sky, you can see the tanks because they are being drawn over the pods etc.
2) I’m planning to make the gliders carry jeeps or light tanks seeing as there is already infantry available with the paradrop. As vxls are overriding the pod Gfx tho that might not be a good now idea anyway but I might be able to fix that if I mess around with the art settings.
#25
Posted 10 February 2007 - 10:39 AM
Does DropPod-ed infantry use thier Paradrop animation when falling? Because than you could make a clone of the BRINF with blank Paradrop frames.
#27
Posted 10 February 2007 - 01:06 PM
New features and changes:
...
DropPod SW
World Domination Status: ▾2.7%
#31
Posted 10 February 2007 - 03:45 PM
The PDPlane must have a weapon to even enter the map, it will not work otherwise.
HunterSeeker=yes does not prevent the PDPlane from droping.
You can change the locomotor to anything you want, but it doesn't neciceraly work:
Fly: Normal
JumpJet: Helicopter, sometimes get stuck after dropping.
Subterannean: Moves underground, units appear at ground height. Gets stuck after dropping, but never undergroung, so it can be destroyed.
Hover: Hovers, units appear at groung height, sometimes gets stuck.
Vehicle: Moves along the ground, units appear at groung height. Always gets stuck after dropping.
Chrono: Teleports in. Does nothing.
Missile: Never appears.
I haven't figured out how to make the PDPlane controlable yet.
I figure that a Vehicle locomotor PDPlane would work great like ground reinforcements, as the PDPlane could be made to look like a vehicle and move along the groung. (But unfortunate if it appears inside the enemy base...)
Does the DropPod locomotor still excist in YR? The CLSID from TS causes IE (What did I expect...)
#32
Posted 10 February 2007 - 04:21 PM
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Andre 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
- The mathemathical probability of God existing is 67% -
"We are the Borg. Existence as you know it is over. We will add your biological and technological distinctiveness to our own. Resistance is futile."
#34
Posted 10 February 2007 - 05:02 PM
Yes I renamed the tags, then plane just doesn't enter the map... and obviously it has a weapon it's the normal PDPLANE.
And MCV, DropShipLoadout does work with multiplayer.
Are you able to target the ParaDrop/DropPod, or does it just start recharging the moment you click the Cameo?
#36
Posted 11 February 2007 - 12:53 AM
World Domination Status: ▾2.7%
#39
Posted 11 February 2007 - 02:17 PM
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