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New setting: canbetransported for buildings?
Posted: 19 Sep 2006, 13:23
by TradeMark
I just made a mod from AA 2.11 that you can transport buildings with aircraft.
To make this possible now, you need to set movementclass for the buildings. and also you need to add mass for them, like 99999 so they dont move when something explodes near them.
But this aint so good, because:
- Transportable buildings doesnt leave ghost.
- It gives sometimes movement error messages.
- Units dont know how to circulate buildings, so they gets sometimes stuck to transportable buildings.
It would be much easier if we had that variable.
Would it be much work to add such variable in the unit handler engine?
And if you have better idea to make buildings possible to be transported, please tell it!
BTW, why its not possible to move labs?
Posted: 19 Sep 2006, 22:42
by knorke
Dont know if you mean this by "movementclass" but KuroTA has turrets that are in fact units with a movespeed of 0. They work quite good..
BTW, why its not possible to move labs?
Someone once did, it looked funny.
Posted: 19 Sep 2006, 22:53
by Guessmyname
zwzsg did it with his 'factories that grew legs and walked' thing
Posted: 19 Sep 2006, 23:27
by esteroth12
Guessmyname wrote:zwzsg did it with his 'factories that grew legs and walked' thing
they could also grow wings!
Posted: 20 Sep 2006, 10:08
by TradeMark
And it was made impossible now because.... it was funny?
knorke wrote:Dont know if you mean this by "movementclass" but KuroTA has turrets that are in fact units with a movespeed of 0. They work quite good..
What else stuff they had? And you mean maxvelocity? movespeed variable doesnt exist...
I want every building possible to move as the nanotower was possible to move in AA 2.11. But i just dont get the idea there, ive copied all values from the nanotower FBI file, but it just doesnt work.
And if i make them act as units, then they dont leave ghosts. but somehow nanotower leaves ghost...
Posted: 20 Sep 2006, 10:12
by Das Bruce
TradeMark wrote:And it was made impossible now because.... it was funny?
knorke wrote:Dont know if you mean this by "movementclass" but KuroTA has turrets that are in fact units with a movespeed of 0. They work quite good..
What else stuff they had? And you mean maxvelocity? movespeed variable doesnt exist...
I want every building possible to move as the nanotower was possible to move in AA 2.11. But i just dont get the idea there, ive copied all values from the nanotower FBI file, but it just doesnt work.
And if i make them act as units, then they dont leave ghosts. but somehow nanotower leaves ghost...
Last I remember nanotower was a factory plus a unit.
Posted: 20 Sep 2006, 11:15
by KDR_11k
Then you remember OTA. Since Spring allows mobile units to build mobile units the nanotower is an immobile con veh now.
Spring doesn't allow some abilities to be had by mobile units. Mobile factories aren't possible.
Posted: 20 Sep 2006, 11:20
by Das Bruce
I also remember in the spring versions it was capable of building an assist nanolathe or a entrenching nanolathe.
Posted: 20 Sep 2006, 11:59
by TradeMark
So tell me, how i make buildings possible to be transported?
Posted: 20 Sep 2006, 12:21
by Das Bruce
Make it a unit.
Posted: 20 Sep 2006, 12:26
by Hunter0000
TradeMark wrote:So tell me, how i make buildings possible to be transported?
Sorry to say this.. but pretty much either deal with the limitations of using 0speed units or write a patch. The only other thing is zwzsg's method, which if it even still works, so so extreamly hacky... well, err... I see many crashes in its future if use hehe.
Posted: 20 Sep 2006, 12:42
by Das Bruce
TransportCAI.cpp
Code: Select all
bool CTransportCAI::CanTransport(CUnit* unit)
{
CTransportUnit* transport=(CTransportUnit*)owner;
if(unit->mass>=100000 || unit->beingBuilt)
return false;
if(unit->unitDef->canhover || unit->unitDef->floater || unit->unitDef->canfly)
return false;
if(unit->xsize > owner->unitDef->transportSize*2)
return false;
if(!transport->CanTransport(unit))
return false;
if(unit->mass+transport->transportMassUsed > owner->unitDef->transportMass)
return false;
return true;
}
Could possibly be reduced to
Code: Select all
bool CTransportCAI::CanTransport(CUnit* unit)
{
CTransportUnit* transport=(CTransportUnit*)owner;
if(unit->beingBuilt || !transport->CanTransport(unit) || unit->mass+transport->transportMassUsed > owner->unitDef->transportMass)
return false;
return true;
}
The removed ones were arbitrary OTA restrictions. And arbitrary OTA restrictions FTL.
Posted: 20 Sep 2006, 13:00
by TradeMark
Das Bruce wrote:Make it a unit.
It is unit.
What you mean by that?
Posted: 20 Sep 2006, 13:10
by Das Bruce
TradeMark wrote:Das Bruce wrote:Make it a unit.
It is unit.
What you mean by that?
Mobile unit, like a tank, not a building, like a factory.
Posted: 20 Sep 2006, 14:49
by TradeMark
How?
Posted: 20 Sep 2006, 17:51
by Kuroneko
From KuroTA :)
[UNITINFO]
{
UnitName=BOTHFURY;
Version=1.2;
Side=BOTH;
Objectname=BOTHFURY;
Designation=CP-RFT;
Name=Fury;
Description=Transportable Anti-Air Gun;
FootprintX=2;
FootprintZ=2;
BuildCostEnergy=2015;
BuildCostMetal=360;
MaxDamage=765;
MaxWaterDepth=0;
MaxSlope=10;
EnergyUse=0;
BuildTime=8967;
WorkerTime=0;
BMcode=0;
Builder=0;
ThreeD=1;
ZBuffer=1;
NoAutoFire=0;
SightDistance=400;
RadarDistance=0;
SoundCategory=GUARD;
EnergyStorage=50;
MetalStorage=50;
ExplodeAs=LARGE_BUILDINGEX;
SelfDestructAs=MEDIUM_BUILDING;
Category=CORE LEVEL3 strategic weapon NOTAIR NOTSUB ;
TEDClass=TANK;
Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
YardMap=ooooooooo;
Corpse=corfury_dead;
GermanDescription=Hochgeschwindigkeits Flak;
UnitNumber=3250;
Frenchdescription=DCA super rapide;
firestandorders=1;
StandingFireOrder=2;
canstop=1;
canmove=1;
ShootMe=1;
DefaultMissionType=GUARD_NOMOVE;
buildangle=9814;
canattack=1;
Weapon1=CORFURY_GUN;
downloadable=1;
wpri_badTargetCategory=NOTAIR;
BadTargetCategory=NOTAIR;
Upright=1;
}
Posted: 20 Sep 2006, 18:55
by KDR_11k
I don't think that's it, my infantry has TEDClass=INFANTRY and still moves. Isn't TEDclass just the tab the map editor lists the unit in?
Posted: 20 Sep 2006, 19:03
by j5mello
the KuroTA turrets work exactly like the Dragon Maw/Claw and the nano towers form AA they are units with a tiny move speed (so they are basically immobile). This allows them to be transportable assuming the transport itself can handle the "mass" of the unit. Of course in AA those units are given a high mass so they can't be transported (nanos have that fix in the next version).
Posted: 20 Sep 2006, 19:32
by Caydr
TEDClass is Totalannihilation EDitor Class. It's only used for where they appear in that program's menus AFAIK...
Posted: 20 Sep 2006, 19:50
by Argh
The only TEDClasses that actually do anything, to my knowledge are PLANT and COMMANDER.