Argh! Cant find a good Chrono Tank
#1
Posted 07 March 2007 - 01:19 AM
#2
Posted 07 March 2007 - 01:28 AM
#6
Posted 07 March 2007 - 11:03 PM
#7
Posted 07 March 2007 - 11:26 PM
http://ra2.savagewar...e...file&id=321
or maybe something a bit like this?
http://ra2.savagewar...e...file&id=215
You're right though, it's not an easy unit to find a voxel for.
Edited by Rattuskid, 07 March 2007 - 11:28 PM.
#8
Posted 08 March 2007 - 09:00 AM
this also raises points about changing locomotors slightly. jumpjet infantry walk and fly, but units only fly, subteranian units move above ground for short distances, and below ground for long distances(and there still is no way to chance the underground movement speed, all you can change is above ground movement speed, and the speed they travel vertically(above ground to underground transition, and vica versa)). chronoshifting units always chronoshift, all units except ore miners experience a freeze period. would be nice if the freeze period could be optionally turned on or off per unit. would also be nice if you could optinally make them walk short distances.
an idea to fix most of these short distance driving problems would be for VK to add a tag "ShortDistanceWalking=yes/no" and "ShortDistanceDriving=yes/no" for walk/drive on units with these locomotors (fly(vehicles only) and chronoshift) if they are moving lets say less than 10 squares.
i've gone off topic again havn't i...
Edited by BobingAbout, 08 March 2007 - 09:09 AM.
#9
Posted 08 March 2007 - 11:36 AM
You are 100% right though tags added like that would be the best way about it :)
#10
Posted 09 March 2007 - 07:35 AM
2. All veteran status is lost every time you change
3. you get a full health unit back every time you change
4. looks terrible unless you go to the trouble of making an anim for it.
5. you'll only be able to deploy it on flat ground.
oops my bad I missread and thought you ment the "deploy into a building that spawns a unit then dies" logic XD
Edited by Rawlo, 09 March 2007 - 07:36 AM.
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A final good night Burnie, sleep well mate, rest in peace
Goodbye Tig, you are sorely missed.
Goodbye to you aswell till, you'll also be missed
Xeno, RIP mate
"I'm going to go on the record and say that any substance abuse problem which creates women like that is ok by me"
#13
Posted 09 March 2007 - 10:17 PM
2) I was unaware of this little bug. Solution= Trainable=no :(
4)After I find a voxel the animations and other related graphics will come very easy, very fast, and look as good as the voxel used.
5) but of course the Chrono Mechanism must be on a solid level surface to maintain stable chrono type results
About useing seige chopper simpledeployer logic. If I recall right when in the deployed mode when you click else where it doesnt move on its own you have to manualy undeploy unlike deployed buildings that can undeploy. They undeploy and move automaticly as soon as you click anywhere with them selected. Unless there is a way to get around that? Ive never realy tried and will look into it tonight or tomarrow.
#14
Posted 09 March 2007 - 11:53 PM
this also raises points about changing locomotors slightly. jumpjet infantry walk and fly, but units only fly, subteranian units move above ground for short distances, and below ground for long distances(and there still is no way to chance the underground movement speed, all you can change is above ground movement speed, and the speed they travel vertically(above ground to underground transition, and vica versa))
TunnelSpeed= does nothing then?
Oh, and fun fact, you can actually bugger up sub terranean units into driving long distances, but they'll make little 'stops', or jolts at the maximum mover interval (like 7 cells or so) instead of driving in a straight path. You do this with certain weapons (especially ones of a longer range than the maximum above ground movement constant) and waypoints mode fiddling.
#15
Posted 10 March 2007 - 02:30 PM
2) I was unaware of this little bug. Solution= Trainable=no :(
4)After I find a voxel the animations and other related graphics will come very easy, very fast, and look as good as the voxel used.
like I said, I miss-read, these 2 aren't an issue with the logic your actually planning to use, though obviously you'll need atleast one frame for the building
Ctrl+Alt+Del - A webcomic for the gamer in all of us
A final good night Burnie, sleep well mate, rest in peace
Goodbye Tig, you are sorely missed.
Goodbye to you aswell till, you'll also be missed
Xeno, RIP mate
"I'm going to go on the record and say that any substance abuse problem which creates women like that is ok by me"
#16
Posted 10 March 2007 - 07:50 PM
though obviously you'll need atleast one frame for the building4)After I find a voxel the animations and other related graphics will come very easy, very fast, and look as good as the voxel used.
Oh I know this. I plan on ripping the image of the Chrono Tank voxel from a screen shot to use as a basefor building and build up .shp animations. Just like my MAD Tank method.
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