Page 12 of 61
Posted: 28 Apr 2007, 15:48
by Nemo
This post erased from history by the Red Guard.
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>_>
Posted: 29 Apr 2007, 00:56
by SpikedHelmet
Nemo, you may have just
single-handedly destroyed this mod...

Posted: 29 Apr 2007, 03:31
by Neddie
Hurm?
Posted: 29 Apr 2007, 03:49
by Snipawolf
Jingle bell rock song!?

Posted: 29 Apr 2007, 08:22
by SpikedHelmet
LOL!!!!
Posted: 29 Apr 2007, 14:10
by Guessmyname
Nemo wrote:This post erased from history by the Red Guard.
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>_>
I remember what he said :P
Posted: 29 Apr 2007, 14:25
by 1v0ry_k1ng
release a teaser video of armour combat?
also, just an idea, how hard would be to implement a pontoon bridge unit (somthing buildable over water than units can move over)
Posted: 29 Apr 2007, 15:25
by yuritch
AFAIK units cannot use features/other units (except for transports) to cross water without scripting hacks. It's probably possible to make something like Mobile Deployable Bridge (it was made by zwzsg for OTA, but the same script will probably work in Spring).
Maybe some Lua scripts can make that task easier, but it will probably still be quite hacky.
Posted: 29 Apr 2007, 16:42
by Guessmyname
yuritch wrote:AFAIK units cannot use features/other units (except for transports) to cross water without scripting hacks. It's probably possible to make something like Mobile Deployable Bridge (it was made by zwzsg for OTA, but the same script will probably work in Spring).
Maybe some Lua scripts can make that task easier, but it will probably still be quite hacky.
I know how that bridge works. It would probably work even better in Spring with its isfirebase tag
Posted: 29 Apr 2007, 19:04
by 1v0ry_k1ng
bridges and pontoon bridges were a massive part of WWII warefare.
it would be cool to have a map that has bridges over rivers (features) than can be destroyed or ressurected, along with constructable pontoon bridges for infantry
Posted: 29 Apr 2007, 21:32
by Neddie
This can be done with the typemap, but not many mappers are willing to deal with the issues of it.
If you wish, I will poke around for someone, but... well.
Posted: 30 Apr 2007, 04:44
by Snipawolf
O.o
Some buildings look like they are made of logs >.>
Posted: 30 Apr 2007, 07:46
by SpikedHelmet
It'd be nice to get mapping help.
And some buildings ARE made of logs!
Today's work: StuG III G!
I'll go make an armored combat video now.
Posted: 30 Apr 2007, 09:59
by SpikedHelmet
Alright, here goes...
YouTube Video of Tank Battle!
Explicit lyrics. Shout-outs to Snoop & Crew.
Posted: 30 Apr 2007, 12:18
by Snipawolf
Please... Dear, god. Anything coulda been better... Metallica? Frank Klepacki? Something metal? Slow rock? Anything!?
The music did not go with the video, but the video was good. I like the fast paced action (Which is why rap didn't work) and I think it looks something like I would expect two real armored divisions to look like with attacks, minus aerial bombardments and ambushing.
Posted: 30 Apr 2007, 13:32
by SpikedHelmet
Wtf are you talking about. Not only does that song fit PERFECTLY, but it's hilarious as well. I laughed for like half an hour after I made this.
Posted: 30 Apr 2007, 17:19
by Erom
Oh god, can't stop laughing, watch the StuG at 0:41 through 0:49. I swear to god it's bobbing it's turret with the music. Nice work.
When you are talking about map typemaps, you're just talking about making a land bridge that is soft, so it can be destroyed by explosions and repaired with the "restore" function, right?
Posted: 30 Apr 2007, 17:22
by Neddie
Yes. As far as I know, the engine doesn't support much else at the present time.
Posted: 30 Apr 2007, 17:23
by 1v0ry_k1ng
are you going to implement heavy tanks being invincible to light guns at the front armour or any kind of zone armour for the release or is it too bust?
Posted: 30 Apr 2007, 17:49
by FLOZi
Directional isn't really possible 100% reliable.
Heavy tanks will be nigh on invincilble to 'light guns' at average combat ranges anyway (of course if you manage to sneak one in close you can be much more effective)