TARevenger wrote:transports in taspring can only lift ground units vehicles/kbots from what i've seen, and when it comes to unloading amphibious units into the water they can't.
Boats, Hovers, and Planes, are hard coded not to be loadable. Because in XTA an OTA transport are either Boats, Hovers and Planes, and the dev were apparently afraid of transport transporting transport. However, with my scripts that bypass the regular loading procedure, I transported loaded transport, and can tell you Spring would handle perfectly fine transport transporting transport transporting transport transporting transport, etc... As long as the transport relationship thread doesn't loop (Ie, if A transport B and B also transport A, that is bad!)
IMO, those hard coded limit should be removed. Russian dolls transport are great! And I can see many mods who could benefit from them.
Also, would be fine if the script interpreter, when told to attach-unit, checked if the unit that execute the attach command isn't already attached to the unit it is going to attach to, or to an an unit attached to an unit attached to an unit attached to an unit attached to the unit it is going to attach to.
I mean, there's nothing wrong with having a unit already inside a transport to be able to load units, and to a transport to load loaded unit. Just check that the "attach" relationship doesn't loop back.
Also, currently buildings are hard coded to be not loadable.
It think it's perfectly okay that buildings with no mass specified to get a very high mass, and for transport with no TransportMass specified to get a limited TransportMass, so no OTA/XTA transport can transport OTA/XTA buildings, but it is completly wrong to hard code buildings not to be loadable.
I want to be able to specifiy a little mass in a custom LLT tower and have lit liftable by regular Atlas.
I want to be able to specifiy a very high transportmass in a custom giant transport and have it able to transport buildings with the regular procedure.
Transporting buildings, even factories busy nanolathing, works very fine, (save for metal extractor), so there's no reason to hard code them to be unloadable.
TARevenger wrote:eg. if the max weight of a boat 1000 and a atlas can lift 250 then 4 atlas's will be required to lift it out of the water, as for the sea hook the max weight it can lift will be 1000
I truely don't believe in the possibility of multiple transport joining to lift heavier stuff. Because 1) It would be insanely complex to implement. 2) For gameplay reason, IMO, you should be required to built some custom bigger transport in order to transport bigger stuff. Having the very first transport able to load anything when built in mass would just deafeat the whole point of advancing in the buildtree and having more than one kind of transport. And if the mod you play doesn't have giant transport, then you shouldn't be able to transport big units.
TARevenger wrote:also I would like to see a feature where if a air transport is destoryed any unit it was carrying would not die along with the transport instend take falling damage from being dropped
In TA, by using the drop-unit script command inside the killed(..) script, it was possible to have transport unload at the last instant before dying. I haven't tried in Spring, but hopefully it's possible too. (Save that regular plane transport loading script doesn't use the ID, so you'll have to use regular boat / hover transport script on a plane, which is impossible in TA and which I don't know if it is possible in Spring, but I don't care cause I only use irregular loading script). In TA it would only work if the ground below the transport was fit for the dropped unit, but I know Spring doesn't have any problem dropping unit on occupied terrain or dropping land unit on sea, so in Spring the emergency drop your load when killed should work all the times. Last time I tried land unit dropped into sea where insta-pushed to nearest shore. Or was it penultimate last time I tried and last time I tried unit dropped into sea where stuck on the seafloor, unable to fire or move? Anyway, both made some sense and didn't break the engine, so are fine. Taking damage from fall and water could be interesting, but would requires too much work for the dev. So in short, I think you can already have transport that drop their loads when killed, you just have to script them appropriatly.
TARevenger wrote:the commander would then dgun himself out of the transport

Units are deactivated when transported by all OTA and XTA transports. Otherwise, people would load a Hulk with 20 Merls to get a super missile ship, or would load Goliath into Valkyrie to get super fast, super mobile, super heavily armed, attack combo, etc... So it's normal that for gameplay shake units can't fire, build, or do anything while in OTA and XTA transport. However, if you wish, you can make you some custom transport with the isairbase=1; FBI tag so units can fire from inside them.
Zoombie wrote:One thing i always wanted for TA, and looks like its comming in SupCom, is a large air transport. Its something about giant drop ships that just plain cool...
The third party TA scene has some units for you! While Zodius is finishing his
giant SupCom inspired dropship, can I offer you some of my M.U.A.T., such as:
Zoombie wrote:I think that air transports should definitly bared from lifting Krogoths, or has that been fixed yet?
That is entirely a balance choice, use or use not the cantbetransported=1; in the Krogoth. But personnaly I think it would be nice if the cantbetransported=1; slowly stopped being used and if people just used the mass in a sensible manner. For instance, making the krogoth just a bit heavier than the max that XTA transports can load, but still allowing third party mega huge supa transport to load them. (Actually, for balance's shake, I believe they should be not transportable by air but transportable by sea.)
So currently I can make transport that loads ships, hovers, anything even buildings, and I can script them to drop unit instant before exploding, however it would be nice if the SY removed the hard coded limits so we could use the regular loading procedure instead of my special transports hacks. Oh, and a check that attach relationships don't loop back must be coded, too.
But otherwise let us able to create epic-sized rolling fortresses that attach cranes to them, cranes which move around transport starships, transport starships which hold in their cargo some transport boats, transport boats having in their hulk many armored vehicles, each armored vehicle having inside some infantry units, infantry units being able to load and unload turrets structures.