How can i make a building fly in air (not movable)

How can i make a building fly in air (not movable)

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Optimus Prime
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Joined: 03 Oct 2005, 14:31

How can i make a building fly in air (not movable)

Post by Optimus Prime »

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.
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

why not make it a plane that has a move speed of 0?
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

that wouldnt help because every unit is beeing build on the ground. Look at the ODS teleporter in FF... he starts building the ODSs on the ground and not in their cruisealt. So with a speed 0 the building would stay on ground like all other buildings.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

Can't you use the same fix for the mines as you used for the ODS teleporter?
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

no.. like i said does the teleporter also build the units on the ground. After they are build, they began to fly not before.
Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

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.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Setting a unit as an extractor will render it unable to move aircraft or not. It would never rise up and it would stay on the ground and get pushed around by other untis
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

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:

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;
                          **
              **
Of course, ** = opposite of {
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Small problem there, those mines are currently crashing Spring in AATA. :lol: :P
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

FLOZi wrote:Small problem there, those mines are currently crashing Spring in AATA. :lol: :P
lol thats what i call a small problem ;)
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

FLOZi wrote:Small problem there, those mines are currently crashing Spring in AATA. :lol: :P
ah. Didn't know that. Can't see why they would though
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

In the world of programming, 0's usually risk ='ing something bad, since dividing by 0 isn't exactly a mathematically sound idea (whether or not your converting it to base 2 first).
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Then give it a miniscule speed that is almost, but not quite, entirely unlike tea.

Wait a minuite...
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