Jump cpabilites
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- bobthedinosaur
- Blood & Steel Developer
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Jump cpabilites
was just asking for some way wether it be a new script command, a fbi tag, just some way to have ground units be able to perform a jump into the air temporarily and have their hit sphere's stay with their bodies instead of staying on the ground. any idea, commenst, support ect?
- bobthedinosaur
- Blood & Steel Developer
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I will inundate, I mean reward whoever does this with super sekkrit Battletech alphas and betas.
I have wondered if it would be possible to bind the hit sphere to a piece (via script perhaps? Maybe the sweetspot?) rather than whatever it bases its position off of now. On a partially unrelated note, I noticed that shields are bound to pieces defined in the query function.
I have wondered if it would be possible to bind the hit sphere to a piece (via script perhaps? Maybe the sweetspot?) rather than whatever it bases its position off of now. On a partially unrelated note, I noticed that shields are bound to pieces defined in the query function.
I've said it before, and I'm telling y'all again, the absolute best possible way to get jumpjets is to get a unit to shoot itself into the air as if it got hit by an impulse weapon (though of course, the magnitude and direction of impulse would be controlled).
btw, the hit-sphere's location and size is based off of the model info in .s3o files, is it not? Why else would the unit-center X/Y/Z entries and the radius value would be there (and height, of course)?
btw, the hit-sphere's location and size is based off of the model info in .s3o files, is it not? Why else would the unit-center X/Y/Z entries and the radius value would be there (and height, of course)?
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- bobthedinosaur
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- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
- bobthedinosaur
- Blood & Steel Developer
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- Joined: 25 Aug 2004, 13:31
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- Drone_Fragger
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