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Ladies & Gentleman, an ISDF submarine that really is an underwater submarine!

Started by TheJamsh, July 08, 2008, 03:19:45 PM

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VSMIT

And how would you get them back below that certain height?

VSMIT.
I find that if I don't have a signature, some people disregard the last couple of lines of a long post.
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

bigbadbogie

You wouldnt. If you beach a real sub, can it get back in the water without aid? A crane (or perhaps a tug) might be helpful.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nielk1

A special factory that throws the subs out into the water in front of it, combined with the DLL zeroing the thrust of non-water traveling subs would be awesome.

Writes down.

Click on the image...

TheJamsh

im going to look further into it.

or some submarineclass support for PB4a eh eh neilk1?

eh eh?


BZII Expansion Pack Development Leader. Coming Soon.

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nielk1

I have no power, I just notice some of the odder bugs...
Any other ideas for how the subs should handle? I wonder if I can somehow override can/cant build in a cons and throw in a water check by DLL...

This is just me thinking of making another DLL tack on class for any C++ type DLL, like my simple little animator.

Click on the image...

bigbadbogie

I could get that working in the scriptor easily. Just make a routine that watches every sub-type unit and if they come above the height of the water they are automatically replaced with a unit which cant move.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nielk1

That seems a bit rougher... There is a zero thrust function built into the scriputilities already.

Besides, mine would work in an MP environment and the way I code be based off of ODF lines.

Click on the image...

TheJamsh

@NielK1, youve got a better chance of getting anywhere with submarine class request to GSH than we have lol (sorry GSH if you see this post lol)

remember that subs can move on the surface of water, going above certain heights may be an issue. and replacing the object may cause some glitches, just easier to use zerothrust option.

its getting the things to damage on land thats the issue. maybe find out if there is a water tablet above OR below the sub? if there isnt start issuing damage or kill the cheeky smegger.


BZII Expansion Pack Development Leader. Coming Soon.

Warfreak

well, you COULD put a false hp for dll the check (ex: hp_underwater) and add a bogus / commented out entry in the odf (//UnderwaterPoint = "hp_underwater") and have the odf track the point on the model listed to see if it is in water or out of it (the point could be put in the middle / towards the bottom so as to improvise for the sub rising to the surface as it should)

Only problem i could see is for one of our resident programmers (those who actually use C++ and otherwise) to find a quick way to track parts of the models in their dlls.

GENERAL MANSON*

It would be nice to have the construtor to build a submarine base for ships/subs and crusiers to fight on water and attack land specifically crusiers and nuke attack subs. Which i would think would make a great addition also to steeveos rec variant.

Nielk1


Click on the image...

BNG Da BZ Fool

Could aircraft types be modified to um fly underwater? Maybe if it was possible then better submarines could perfom way better then the current versions which apparently can't navigate up or down just left, right, forward and of course backwards.

Could the min and max altitude values be set to negative values to simulate underwater flight? I noticed this with the IVSGULL from ZTV mod only with positive values.

minAltitude = 20.0 // minimum altitude - no effect?
maxAltitude = 150.0 // maximum altitude

To something like:

minAltitude = -1500 // minimum altitude how deep it can dive?
maxAltitude = 0 // maximum altitude level with the water surface?
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

TheJamsh

it may work. its just that aircraft keep going forward... and as soon as they hit the ground they will come above surface again.

im going to use a variant of the ISDF Booster weapon commonly userd in MP to allow you to return to the surface of the water again without getting out or having to smash into the ground. may add a nice bubble effect too.

what if you set DAMAGE_SCALE = 100000 (or very high) so as soon as you hit land youre health would be drained out?


BZII Expansion Pack Development Leader. Coming Soon.

mrtwosheds

Anyone remember voyage to the bottom of the sea, and its flying sub? :-D