Flying subs

Flying subs

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Flying subs

Post by Beherith »

Is it possible to make an aircraft unit that has a toggleable state which tells it to travel underwater if it over water? Think flying subs in X-COM 2.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Flying subs

Post by smoth »

yer gonna get a "lua it" response. brace for impact.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Flying subs

Post by Beherith »

I know lua it is the solution, but I would like some pointers for approach.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Flying subs

Post by smoth »

what do the flying subs do in xcom? part of me wants to imagine wings unfold and bellyflop into water.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Flying subs

Post by Beherith »

Basically, a flying sub is a sub that can go so fast underwater that it can go straight into airborne (makes sense, right?).
But the effect in this case would be to allow bombers to pop up out of the water near a coastline, and scouts to pop up from underwater too.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Flying subs

Post by smoth »

replaceunit->start wing open animation on create() of unit script->movecontrol to height->unleash hell?
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Flying subs

Post by Google_Frog »

All I can think of is unit replacement because we don't have much control over movement. That's quite messy though.
Post Reply

Return to “Game Development”