I've made several watercraft like a carrier, cruiser, subs, and a hydrafoil transport. Is it possible to make a service ship to service my watercraft? The workaround at present is to add the addHealth = statement to each watercrafts odf file, but can a dedicated hovercraft unit be modified to actully service them?
In the past I've seen several modelers integrate more then one ship into a single ship; like in G66 where a Warrior and S. turret are combined, but would this work with the second unit being a service truck? Would it service too? Tanks, BNG.
I believe it is possible to make the water not damage things that go under it... not sure how though.
I believe that is an extra setting added in the odf with a statement like waterDamage = 0 or 1, but I'm looking for something more like an in ship service solution. I wonder if I can make a ship with walls (to keep things from falling overboard) that deploys a service truck within the walls? At this point, I open to any and all suggestions to get the task done. BNG.
Whats wrong with using a hover service truck? Its a new classlabel in the 1.3 patches, so hover serv's are entirely possible.
The only settings for water damage are for [TrackedVehicleClass] and [WalkerClass], and the flag is CanWaterDamage = 1/0.
Yeah. !.3 has hovering service trucks, scavs, and assault tanks :)
This essentially means that only Recyclers NEED treads in BZ2 now. :)
yeh, but hopefully we can persuade GSH to look into that :P
Someone has asked before, I doubt that we will be getting a deployervehicleH anytime soon.
Quote from: Warfreak on August 07, 2009, 08:54:00 PM
This essentially means that only Recyclers NEED treads in BZ2 now. :)
Then how is Avatar doing it in BZC?
A hoverscav that looks like the recycler... and deploys on pools which look like geysers.
Which is probably the best way to do things even with a hovering recycler class.
yep, just place a masked pool in the base area when making maps. Limits the building space though.
Or you can have a constructor 'prep ground' by 'building' an invisible pool there. So many ways to do it...
Actually, I think TV got something figured out with recycler/factory in water as a spawn point like in the ztvwaterdm map; although I understand it may have been done with a custom dll.
Someone really should post some basic tutorials on working with c++ to make them. I'm almost sure that modelers don't really need to learn every stinkin thing about programming to make a few silly custom dll's.
Maybe someone could at the very least post a few sample script snipets for us non-programming dummies; most of us have C++ already installed waiting for some reason not to uninstall it already.
Calling all BZ Programmer Commanders...report to room 101 for basic programming tutoring...all subordinate students present and accounted for Sir...End of Message. Returning control back to BZ Command...Kaaachhhhhhh
Quote from: TheJamsh on August 07, 2009, 08:55:21 PM
yeh, but hopefully we can persuade GSH to look into that :P
I'm not sure but that might not even be needed. Afaik you can make scavs that do not collect scrap/pools ... make one of those in a hover-variant deploy into a recycler ...
Worth a shot I'd say :)
There is only ONE way to do a "HoverRecy". That is Via Hover-emulating tread physics and invisible treads. Not the BEST way, but it is the ONLY way. (I know of NO programmer besides the one with the source code that could possible make a new UnitProcess which pulls upon the entries of two different classes.)
it can be done with the pool/hover scav, but the problem is of course you can only build on pools, and you may want to use a hover deploy building for other reasons. Hell i'd take that option and run miles with it...