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Drilling vehicles and shield generators

Started by Clavin12, April 22, 2009, 01:21:56 AM

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AHadley

Greenheart and Commando variants already do thaat.

Avatar

I made a series of ramp objects that go 'poof' and leave behind perfect ramps for sculpting terrain in the editor, but you can do the same thing with the constructor building them.  I suppose with branching build trees you could get quite complex with what terrain sculpting you could do.

I've also done a 'drilling' rig that drills pools.  All it really does is deploy and dispense a pool wherever it is.  After that the engine handles adding/removing the pool as Extractors deploy on it.

Tunnels seem impossible ingame, at least the test Constructors I tried didn't work.  Might be that tunnels don't have a specific height below ground level, so it might work with very specific terrain.

-Av-


BNG Da BZ Fool

Maybe something like using the terrian exporter to make a destroyable area where a demolish charge could be used to create a resulting open passage way. Could a tunnel be created the same way by making cylindercal object covering it with terrain and either deleting it or blowing it up? Or does the terrain thingy simply not work this way?
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

not really. the way to do that would have a .dll replace the object, or animate the object designed to be destroyed (thats what some objects in BZ2 do)


BZII Expansion Pack Development Leader. Coming Soon.

AHadley

Making tunnels (and bridges) will be much more possible with TA5 out, you can build the tunnel sections underground (hidden) and allow something to deploy into an entrance at the ends,

TheJamsh

Way ahead of everyone when it comes to building bridges. You can even turn on or off a laser grid on mine, and they only deploy on cliff edges. ODF work only :)

Gotta love TA5


BZII Expansion Pack Development Leader. Coming Soon.