Transformer! :P
#1
Posted 04 August 2007 - 08:30 AM
#3
Posted 04 August 2007 - 08:57 AM
Unit1 --deploy-> Building --redeploy--> Unit2 --deploy2-->Unit1
that only way i know to make that unit can move after transform,but
when it in structure mode it'll be crap ,that annoy me alot.
and i try with simple deploy.
Unit1---deploy---> Unit2 -- deploy --> Unit1 but unit 2 cant move anymore except it can re deploy to unit 3 ,if do like that how different from first?
if you have better example can you tell me?
#4
Posted 04 August 2007 - 09:13 AM
I'd say this is a good idea and should at least be acknowledged, especially since there is no proper work around to my knowledge.
#5
Posted 04 August 2007 - 10:52 AM
DEPLOYING LIKE SLAVE MINER TAGS:
[VEHICLE];tank for example (rhino) DeploysInto=[BUILDING];!!!!!!!!!!!!! DeployFacing=0 DeploySound=SlaveMinerUndeploy VoiceDeploy= DeaccelerationFactor=.2; This is TS's mizspelingg knot min !!!!!!!!!!!!! Accelerates=false;necessary? [BUILDING] BaseNormal=no Powered=no UndeploysInto=VEHICLE;!!!!!!!!!!!!! ClickRepairable=no DeployFacing=0 DeploySound=SlaveMinerUndeploy VoiceDeploy= Unsellable=yes
--------------------------------------------------------
FREE UNIT LOGIC TAGS:
[VEHICLE];tank for example (rhino) DeploysInto=[BUILDING];!!!!!!!!!!!!! [BUILDING] BaseNormal=no Powered=no ClickRepairable=no Unsellable=yes FreeUnit=VEHICLE;!!!!!!!!!!!!!
I use 2nd logic for transform, the building still exists after undeploy.
But is this forum (NPatch) right place for this topic ?
Edited by partyzanPaulZy, 04 August 2007 - 10:58 AM.
"Soviet Union was a superpower and each superpower needs at least 1 war at 5 years to keep army in a good condition." ... my grandpa. USA create wars more frequently.
#6
Posted 04 August 2007 - 11:00 AM
Two normal ways :
DEPLOYING LIKE SLAVE MINER TAGS:[VEHICLE];tank for example (rhino) DeploysInto=[BUILDING];!!!!!!!!!!!!! DeployFacing=0 DeploySound=SlaveMinerUndeploy VoiceDeploy= DeaccelerationFactor=.2; This is TS's mizspelingg knot min !!!!!!!!!!!!! Accelerates=false;necessary? [BUILDING] BaseNormal=no Powered=no UndeploysInto=VEHICLE;!!!!!!!!!!!!! ClickRepairable=no DeployFacing=0 DeploySound=SlaveMinerUndeploy VoiceDeploy= Unsellable=yes
--------------------------------------------------------
FREE UNIT LOGIC TAGS:[VEHICLE];tank for example (rhino) DeploysInto=[BUILDING];!!!!!!!!!!!!! [BUILDING] BaseNormal=no Powered=no ClickRepairable=no Unsellable=yes FreeUnit=VEHICLE;!!!!!!!!!!!!!
I use 2nd logic for transform, the building still exists after undeploy.
But is this forum (NPatch) right place for this topic ?
yes nice tag,but this can use with aircraft like siege chopper? btw i'll try it.
edit. ok but if unit have damage before deploy , when it deployed they heal bar will full again because it's unit change.
Edited by Holy_Master, 04 August 2007 - 11:10 AM.
#7
Posted 04 August 2007 - 11:05 AM
Edited by hogo, 04 August 2007 - 11:05 AM.
#8
Posted 04 August 2007 - 01:28 PM
If you make the building have a free unit then the free unit wont be damaged, but the building will have the same damage as your original unit. BTW, if you use the free unit way I suggest giving the building an invisible anim which does damage, so the building will be destroyed and not exist.yes nice tag,but this can use with aircraft like siege chopper? btw i'll try it.
edit. ok but if unit have damage before deploy , when it deployed they heal bar will full again because it's unit change.
#9
Posted 04 August 2007 - 09:45 PM
other than that unit cant be veteran/elite anyway because when deploy/redeploy that can change elite unit go back to normal unit.If you make the building have a free unit then the free unit wont be damaged, but the building will have the same damage as your original unit. BTW, if you use the free unit way I suggest giving the building an invisible anim which does damage, so the building will be destroyed and not exist.
and simple transform unit can change many thing on unit abilities system, it allow people make unit with new abilities like, transform air unit to be land unit, transform tank tobe mech, add more armor/speed bonus when deploy, deploy to cloak ect with out dummy ini with long code.
i think it'll be one of popular feature.and people can keep "FreeUnit" tag to work with another point..
Edited by Holy_Master, 04 August 2007 - 09:46 PM.
#10
Posted 04 August 2007 - 10:54 PM
#11
Posted 04 August 2007 - 11:32 PM
In all fairness tho that basically defeats purpose of having this whole forum to discuss the patch...
#12
Posted 05 August 2007 - 05:16 AM
well what I have seen, VK dont add futures from wishlist, only hes own ideas.
yes i already know that.but it's just idea,i'll not serious if he dont add it because no one can control him.
#13
Posted 05 August 2007 - 07:08 AM
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#14 Guest_4Star_*
Posted 14 August 2007 - 05:04 PM
Anywho, this is already do-able with unloading class incase you didn't know...i.e. the Siege Chopper.
#15
Posted 14 August 2007 - 08:25 PM
1)This isn't wishlist thread howeverwell what I have seen, VK dont add futures from wishlist, only hes own ideas
2)I don't want check this forum every second and copy wishes to wishlist.
I can do it once a week, IMO collect wishes and copy into wishlist).
if you don't like this, go and do it by yourself!
#16 Guest_Guest_*
Posted 20 August 2007 - 09:11 PM
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