How can i make a building fly in air (not movable)
Moderator: Moderators
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
How can i make a building fly in air (not movable)
Hi
i want to make a spacemine, so it has to fly the air. But atm i cant do that. If i give a building the cruisealt=100; it still is on the ground. The problem is, that i cant only change the 3do file so that the building looks flying, because the goundbox has to fly, else the explosion wouldnt be correct triggered.
i want to make a spacemine, so it has to fly the air. But atm i cant do that. If i give a building the cruisealt=100; it still is on the ground. The problem is, that i cant only change the 3do file so that the building looks flying, because the goundbox has to fly, else the explosion wouldnt be correct triggered.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
-
- Posts: 578
- Joined: 19 Aug 2004, 17:38
There is probably no way to make aircraft that are built flying, except if you use a makeshift flying airplant (zwzsg created some of those I think), then an aircraft will be built in the air, and will try to stay in the air as long as it is allowed to. The problem is even if you set the new MyGravity tag to 0, you probably won't make it hover indefinetly, because the old Patrol hack used in TAFF to prevent ships landing doesn't work in Spring.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Use the "hover mine weapon" method: the mines are basically weapons that don't move at all. Planes can lay them wherever, enemy craft can't shoot them (to make a mine-clearing craft, give its own armour class and make the mines do 0 damage to it) and they explode on impact. See this TAU thread for more details: http://www.tauniverse.com/forum/showthread.php?t=30061
SpikedHelmet wrote: My own creation, a mine weapon:
Instead of having a construction unit build a mine that is actually a small structure that kamikaze-explodes when a unit is near, this weapon mine is dropped upon firing and will stay where it is dropped indefinately. It will detonate only when a unit touches it. So no more gayly cloaking/decloaking/shootable mines!!
Code:Of course, ** = opposite of {Code: Select all
[ATMine] { ID=64; name=A Mine!; rendertype=2; lineofsight=1; turret=1; model=????;//change this to suit your needs. range=100; //noexplode=1; reloadtime=10; weapontimer=0; weaponvelocity=0; areaofeffect=56; soundstart=bombrel; soundhit=xplomed2; unitsonly=1; noautorange=1; groundbounce=1; explosiongaf=fx; explosionart=explode3; waterexplosiongaf=fx; waterexplosionart=h2o; lavaexplosiongaf=fx; lavaexplosionart=lavasplash; [DAMAGE] { default=1500; ** **
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07