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unressurectable corpses
Posted: 22 Dec 2005, 17:56
by Guessmyname
I'm pretty sure theres a tag that makes a corpse unressable, I just can't remember it. Can someone tell me what it is?
The idea is that (this being for CZTA) you could have a unit that rezzes tanks and vehicles, basically "repairing" them to a combat-ready status. For proper repairs (ie to full health repairs - the ressurector just brings it back to life) the vehicle/tank would have to go to/be paid a visit by a dedicated repairer.
The unressable corpse tags would just be used to stop it ressing infantry or structures etc
Posted: 22 Dec 2005, 23:23
by TheRegisteredOne
i am not sure for spring, but for ota, you basically name your corpses without the original unit's unitname at the beginning. for example, if you have ARMBLAH as your original unit, ARMBLAH_DEAD, ARMBLAH_HEAP would be resurrected to ARMBLAH, same with the features ARMBLAH_BLEH, and ARMBLAHBLEH_DEAD, or any feature starting with "ARMBLAH". But if you have a unit named ARMBLAHBLEH die into the corpse ARMBLAHBLEH_DEAD, ARMBLAHBLEH_DEAD would not rez into ARMBLAHBLEH, but instead into ARMBLAH. so to prevent a feature from rezzing into unit ARMBLAH, simply don't start the feature's name with "ARMBLAH". name it "DEAD_ARMBLAH" or something

Posted: 23 Dec 2005, 00:06
by FLOZi
TheRegisteredOne wrote:i am not sure for spring, but for ota, you basically name your corpses without the original unit's unitname at the beginning. for example, if you have ARMBLAH as your original unit, ARMBLAH_DEAD, ARMBLAH_HEAP would be resurrected to ARMBLAH, same with the features ARMBLAH_BLEH, and ARMBLAHBLEH_DEAD, or any feature starting with "ARMBLAH". But if you have a unit named ARMBLAHBLEH die into the corpse ARMBLAHBLEH_DEAD, ARMBLAHBLEH_DEAD would not rez into ARMBLAHBLEH, but instead into ARMBLAH. so to prevent a feature from rezzing into unit ARMBLAH, simply don't start the feature's name with "ARMBLAH". name it "DEAD_ARMBLAH" or something

Are you sure TA works in such a ridiculous way?
Posted: 23 Dec 2005, 00:18
by Pxtl
I wouldn't believe it either until I heard how hovers were set. I believe it now.
Posted: 23 Dec 2005, 02:02
by FLOZi
Pxtl wrote:I wouldn't believe it either until I heard how hovers were set. I believe it now.
Hovers are set like that in Spring - its all on canhover=1; for TA.
(unless I'm wrong again. But my amphibians worked in TA with their custom moveclass and not in Spring, so I will guess I'm right.)