My comp got a new power supply, so I finished porting the Condor to Spring:
Spring_dropship.zip
Only for XTA Arm. Land to load, attack to unload.
This script doesn't respect the normal way of transporting unit, but does it the raw way. This mean that if I didn't specifically coded against it, it would have loaded everything, including buildings and nanoframes, completly disregarding its mass units/size/mass FBI tag. But don't worry, I coded it to not to, and also I made a script based weight system (indepedent from the FBI mass tags) (it recognises units by their heights, then has a table linking each unit to a weight). And I think it can drop everything everywhere, like dropping peewees into the ocean.
Personnaly I find it very good that the checks are performed when you use the normal way (with the load button in the interface and then the engine calls the regular functions etc..) but that attach-unit and drop-unit are executed no matter what when I use the hard and complex way. That way, modders have the choice between:
- Using the regular way, simple, almost everything handled by the engine, no needs to worry about bugs, special case, etc.. because the engine does it for you.
- Using the hard way, complex script, the burden to protect against all bugs and special case incumb to the script, but freedom to do anything.
So, if you notice that my dropship doesn't follow the normal transport rules, please do not complain for the dev to fix it. Either learn to fix it script-wise, or use the regular transport method. Come to think of it, I shouldn't even have asked the dev to fix units attaching to themselves, as it would have allowed me to do self-teleporting units.
Ok, with the regular transport method, you can't unload everything at once without stopping, so maybe the question "could the devs code it so the Spring engine let us do mass quick unload will still keeping it in a cosy safe simple method for the modder" remains. But at least the adventurous modders know they can use fast unload dropship right now.
I think that combining the regular loading method with my special mass-insta-unload method would be a very good compromise. By keeping the regular loading method, you ensure FBI tags are respected, and that all the usual checks before loading are done, yet you can still benefit from my special quick unload.
As for falling damage, I didn't notice any. It's like the dropped unit instantly appear at ground level, without falling. But I guess paratrooper can be still be simulated the same way as in Operation Polaris.
Transports unloading
Moderator: Moderators
You mean that there will be no diference between the fall damage of someone blasted by a Big Bertha and the fall damage of someone unloaded in the sky with a parachute winhout coding?Guessmyname wrote:he meant that you can't remove fall damage without directly coding into the engine
I dont know why but the idea of a couple of peewees being droped in the ocean makes me wanna laugh for some reason...
