while experimenting with submarines for my mod. i found this little beauty of a hack. let me descirbe its behaviour...
pressing + holding the E key makes the submarine dive. this can only be done over water. The submarine does not surface so long as it has an occupant. the submarine may also travel accross land (im working on changing this last bit).
the modified ivbsub file is available for download below, named ivbsubtj.odf
http://www.mediafire.com/?0tmy5cjkuad
enjoy underwater terror!
Done before in ZTV Icarus. There was a whole map with subs and sub bots.
Just letting you know.
The ztv subs were both map and dll dependant, they were spawned In the water and exploded if you drove them out, A smarter solution for our space-faring races would be great, like some sort of hovercraft/sub that can operate both in and out of water, as the factory's are land based, Might be better if it did not look quite so much like a conventional sub too, as it does look a bit daft on land.
I think I've used that sub already. Is it the Seacow unit ? It's okay but really needs some serious tweaking like tripling it's move speed, and turning speed. Really too slow for my tastes. You'd be better off using the smaller Seadog variant as it doesn't appear to explode if you drive on land and the performance is ten times faster. Keep hammering at it TJ submarine types really are cool, but someone needs make a sub type factory that's deployable on or under the water...BNG.
Well, then someone needs to make an underwater base. Get on it. :-P
Yeah, ZTV is a hoot, especially the DM with subs and planes. Working on getting it ready for PB4.
dan u ztv mod! thought i made a breakthrough...
@all - this was just a quick breakthrough not a refined ship
its not .dll basd though!
Many of the things we 'discover' have been in ZTV for years now, so don't feel bad. :-)
What I'd like to know is how units can even move under water without blowing up and then blowing up when they move on land. It just seems to defy the original game constraints relating to non hover based vehicles? The water factory must be possible as ZTV creates such units from a relatively small spawn point.
Making the geometry for the factory structure looks easy enough to make and deploy as the contsructors appear to easily go into water without any problems. The problem appears to be mostly associated with the tracked units blowing up after being createdin water. Then there's the issues with the other support buildings. Can they placed under water?
I remember a few years back when my thoughts of making some water based units like an aircraft carrier, missile cruiser, hover assualt apc, destroyer equipped with artillery shells were inspired the ZTV mod.
Maybe I'll attempt such a mod now that I actually know how to make models and other stuff. I shutter at the thought of huge aircraft carriers moving across the land. I'd bet that they'd be sitting ducks for easy slaughter against other land based combat types.
Is there a variant for this to download for 1.3pb3 or 4?
tracked units do have a setting that effects water damage: "canWaterDamage = false". personnally i dont like the walker underwater feature i find it unrealistic (even though they are airtight :P)
I managed to place a recy underwater in the editor, maybe they can be built by constructor too. I however want to build a dock that you build on land but it builds units underwater. unfortunately theres no real way that can be applied to all maps unless its an armoury style thing.
@ GENERAL MANSON, im making some weapons and may fine tune a number of submarine models to include into a recy variant. could add fun to water maps.
@all, how do i make the sea units damageable by 'land' however?
I've been wanting to say this epicly FOREVER...... the answer my friend is....
DLL But seriously, you need to script it :-D.
I would prefer making them have 0 thrust when out of water.
Quote from: Nielk1 on July 11, 2008, 01:54:57 AM
I would prefer making them have 0 thrust when out of water.
Well then you're really screwed, aren't you?
Unless you can make them morphtanks which deploy when they are above a certain height.. and in their deployed state there is no thrust.
With dll that wouldnt be too hard.
And how would you get them back below that certain height?
VSMIT.
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.
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.
im going to look further into it.
or some submarineclass support for PB4a eh eh neilk1?
eh eh?
...no :-P
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.
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.
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.
@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.
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.
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.
Custom ODF lines don't need to be commented out.
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?
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?
Anyone remember voyage to the bottom of the sea, and its flying sub? :-D
If you accidently come out of water and you suddenly have zero thrust, how on earth do you get back in? Not meant to? Then what now? You can't sit there all game hoping someone pushes you in :P
Just kill it when it comes on land, but nothing too destructive or the flashy red screen wont go away for a while :P
Well, if aircraft were used for subs it would require an out of water sub be both a hovercraft and have 0 thrust. This system could be better improved to allow for the alternate ODF to be listed in both the under and above water forms, and even an animation and time to switch (for the animation) be possible. Thus, vehicles that act like slow hovercraft on land could be fast ones in the water, and any class could become said hover craft.
Quote from: Feared_1 on July 14, 2008, 05:45:28 PM
If you accidently come out of water and you suddenly have zero thrust, how on earth do you get back in? Not meant to? Then what now? You can't sit there all game hoping someone pushes you in :P
Just kill it when it comes on land, but nothing too destructive or the flashy red screen wont go away for a while :P
Now that would be funny.... "hey buddy, how about a bump?" lol
DLL can restrict you to a certain altitude... just saying... it could read the water height and restrict any submarines to at or below that. Trying to get out of the water would just shove you into the ground...
-Av-
That would be easy to do. Just record and check those units when they are created, and when they go above a certain point then apply a downward force, the higher the are then the large the force.
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)
I like the idea of having 2 forms so that I can do subs that walk to the water then become under water aircraft. I don't know about if they exit the water by the surface instead of the side, perhaps just bounce them back down, or turn them back into the non water form.
Remember that T.V. series called U.F.O., where the submarine had planes that would shoot out from underwater to engage ufo's in the air? Was long ago. And British I think.
Thats a good idea. Would stop the aliens from being able to destroy the aircraft carrier so easily.. if it can dive underwater.
If I turn off the can water damage setting in the tracked vehicle class will my unit be able to crawl along the bottom of any body of water and still fire ordinance at enemy targets? I'm basically looking for an alternate to submarines which seem to be little more then water based APC types.
Also, if subs are based on APC types why would they blow up after leaving the water? The Seadog being one notable exception.
I guess another question would be why can the AI subs follow players out of the water, but not those piloted by a human player. The Seacow always seems to blow up everytime.
Was Time Virus the creator of the ZTV mod?
Quote from: BNG Da BZ Fool on July 17, 2008, 05:02:06 PMWas Time Virus the creator of the ZTV mod?
Zeeder and
Time
Virus.
Whatever happened to good old Zeeder??
He was trapped by Time's Virus.
No, he's probably one of those people who faded out and are due to return due to that terminal BZ2 disease that pulls people back in.
I also heard that TV had trapped him in a Zero Tau stasis chamber, and had given orders to keep him there until a specific (but unknown ) date. We can only guess at what evil these two have planned for our galaxy.