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

Posted: 23 Jan 2006, 11:44
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.

Posted: 23 Jan 2006, 12:33
by Maelstrom
why not make it a plane that has a move speed of 0?

Posted: 23 Jan 2006, 14:54
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.

Posted: 23 Jan 2006, 15:36
by Nemo
Can't you use the same fix for the mines as you used for the ODS teleporter?

Posted: 23 Jan 2006, 16:15
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.

Posted: 23 Jan 2006, 16:40
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.

Posted: 23 Jan 2006, 21:25
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

Posted: 23 Jan 2006, 21:36
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 {

Posted: 23 Jan 2006, 22:37
by FLOZi
Small problem there, those mines are currently crashing Spring in AATA. :lol: :P

Posted: 23 Jan 2006, 23:20
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 ;)

Posted: 23 Jan 2006, 23:27
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

Posted: 23 Jan 2006, 23:31
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).

Posted: 23 Jan 2006, 23:34
by Guessmyname
Then give it a miniscule speed that is almost, but not quite, entirely unlike tea.

Wait a minuite...