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Transports unloading

Posted: 14 Jan 2007, 11:39
by 1v0ry_k1ng
Would it be possible to make transports able to drop all the units they are carrying at once? if an air transport is carrying multiple units it will land, drop, take off, land drop, take off...

Re: Transports unloading

Posted: 14 Jan 2007, 11:57
by Strategia
1v0ry_k1ng wrote:Would it be possible to make transports able to drop all the units they are carrying at once? if an air transport is carrying multiple units it will land, drop, take off, land drop, take off...
+1 Dropships/Paratroopers ftw!

Posted: 14 Jan 2007, 13:10
by Warlord Zsinj
Yeah, we've all been itching for this for a while. It really makes combat drops basically impossible, and relegates transports to doing safe behind-combat-lines drops; which is a shame, because they work so well in SupCom.

Posted: 14 Jan 2007, 13:58
by rattle
Didn't zwzsg find a way to do that?

Posted: 14 Jan 2007, 15:18
by zwzsg
Found a way about that in TA, and under the Spring engine it would be even simpler, easier and safer! Just maybe sometimes units would be dropped over impassable terrain, and so remains stuck there.

Image
^ no reason similar script couldn't be made for Spring ^

Posted: 14 Jan 2007, 17:39
by manored
Meanwhile we can make ships that unload very fast and doesnt need landing to do so, but some people could want the ship to land and so this doesnt work for everone :( . (see if we had the transporting weapons thing I suggested we could do that :-) )

Posted: 14 Jan 2007, 23:25
by Neddie
What is the script you refer to, zwzyg? If you can get it up here, maybe we can play with it.

Posted: 16 Jan 2007, 09:13
by EXit_W0und
Some work in progress:
Image

It's code rather than script and it has some bugs to iron out, like that peewee thats about to go flying in the top left...

The transported units could also activate some cob script whilst falling which is the next step after the bugs are ironed out.

Posted: 16 Jan 2007, 10:17
by zwzsg
Well, yesterday evening, I was porting my lastest MUAT to Spring so I could give it to you, they were more bugs and stuff to adapt than I thought, but eventually I made it work all good and well, landing would autoinstaload all around, and the attack button would unload all at once, and as I was busy measuring the height of all XTA models so my dropship could sort units, my computer suddenly shut down. Since then I've been unable to power it on. I'm afraid something got fried...

Posted: 16 Jan 2007, 21:13
by manored
EXit_W0und wrote:Some work in progress:
Image

It's code rather than script and it has some bugs to iron out, like that peewee thats about to go flying in the top left...

The transported units could also activate some cob script whilst falling which is the next step after the bugs are ironed out.
With cob script you mean something to keep the units from taking damage in the impact?

Posted: 16 Jan 2007, 23:47
by EXit_W0und
No, just something to activate a falling animation so you can activate a parachute or an anti-gravity device.

The fall damage is switched off via the code.

Posted: 17 Jan 2007, 00:40
by FLOZi
EXit_W0und wrote:No, just something to activate a falling animation so you can activate a parachute or an anti-gravity device.

The fall damage is switched off via the code.
This looks / sounds great :-)

One option for detecting 'falling' would possibly to use setSFXOccupy, might be a nice way to handle it for the scriptor, obviously i have no idea if its at all pleasant to code it that way. :wink:

Posted: 17 Jan 2007, 01:27
by manored
EXit_W0und wrote:No, just something to activate a falling animation so you can activate a parachute or an anti-gravity device.

The fall damage is switched off via the code.
It think that a antigravith device wouldnt be a good idea, since if the units can float from sky to ground using it, people would ask why they cant go vice-versa... :-)

Posted: 17 Jan 2007, 02:38
by j5mello
and the answer is that the system is powerful enough to slow a falling unit but not strong enough to propel it into the air. There problem solved.

Posted: 17 Jan 2007, 04:11
by Nemo
FLOZi wrote:
EXit_W0und wrote:No, just something to activate a falling animation so you can activate a parachute or an anti-gravity device.

The fall damage is switched off via the code.
This looks / sounds great :-)
Woooohooo paratroopers! PARATROOPERS!!

Can't wait to see how it turns out, EXit_W0und, looks awesome so far.

Posted: 17 Jan 2007, 14:18
by 1v0ry_k1ng
which mainstream mod can we bolt that into? hopefully all of them...

Posted: 17 Jan 2007, 17:44
by Guessmyname
Epic Legions will almost certainly be using it...

can we control how fast a unit falls?

Posted: 17 Jan 2007, 20:15
by rattle
EXit_W0und wrote:No, just something to activate a falling animation so you can activate a parachute or an anti-gravity device.

The fall damage is switched off via the code.
You can do that by script if. Just check if the distance from ground to base (assuming piece base's origin is at 0 0 0, also assuming base exists) is >0. Also make sure the falling animation can be only activated once due to repelling attacks which may make the unit fly again.

I'd use a loop function which is called once in Create() and then disposes of itself once it triggers (by assigning a signal mask to it and then sending that singal to break out).

You can't get rid of the falling damage though, that has to be coded.

Posted: 17 Jan 2007, 23:15
by manored
j5mello wrote:and the answer is that the system is powerful enough to slow a falling unit but not strong enough to propel it into the air. There problem solved.
Actual If we think about we notice that it couldnt be in a way other than you said, because lack of gravith doesnt make you blast off to sky, but if you are falling and then the lack of gravith aparears suddently, or fall speed isnt increased... I said something stupid... :-)

With "you cant get rid of the fall damage" you meant that spring doesnt support a unit falling winhout getting at least 1 damage?

Posted: 18 Jan 2007, 08:57
by Guessmyname
he meant that you can't remove fall damage without directly coding into the engine