I've never made any flying units myself, but this is how the fellbeast heroes act when purchased. So it's not just the eagles.
One possible solution: make an "egg" object, and purchase it from the building. GIve it a lifetimeupdate so it dies immediately after being purchased, and have it trigger an ocl upon death. Have that ocl spawn your unit. You add an offset to the ocl, so just set the xyz coordinates to the building's exit point. Set z to 0, for example, to have them lift off from the ground.
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Ringwraith Captain
Member Since 24 Sep 2008Offline Last Active Jul 07 2009 12:32 AM
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In Topic: Nert's Coding Questions
02 July 2009 - 11:52 PM
In Topic: m@tt's coding questions
30 June 2009 - 07:00 PM
Add this to the child object:
RemoveModule ModuleTag_RespawnUpdate
CODE
I've never used this myself, but I've seen it used in map ini before. You may also want to do the same thing for the RespawnBody, and just stick an activebody on the child object.
In Topic: Constant error!
29 June 2009 - 06:30 PM
It's probably an error in Sauron's ini. Search for IsengardAr; that's what is causing the error. Just delete that line of code.
What game is Age of Alliance for? Cause if it's for BFME2 or ROTWK then you could be in for more trouble trying to make it work in BFME1.
What game is Age of Alliance for? Cause if it's for BFME2 or ROTWK then you could be in for more trouble trying to make it work in BFME1.
In Topic: Nert's Coding Questions
29 June 2009 - 06:25 PM
Try making an invisible mesh that extends above the wall mesh. Of course, if you make it too high, you could wind up with the appearance of projectiles colliding with thin air.
Or try altering the wall's geometry codes.
Or try altering the wall's geometry codes.
In Topic: Nert's Coding Questions
25 June 2009 - 03:09 PM
DId you change ScatterRadius? Cause if you left it at 5.0 like is in the code I posted, then of course you won't be able to see much spread in game. Try making it something like 20, 30, 50, etc. And if you want more even damage over the area, try adding more ProjectileNuggets.
I've used this method before, but with arrows not rocks, and it gives a very nice spread of arrows in the target area, using like 20 or so arrows and a ScatterRadius of 180.
I've used this method before, but with arrows not rocks, and it gives a very nice spread of arrows in the target area, using like 20 or so arrows and a ScatterRadius of 180.