Thursday, April 19, 2012

[FA][Video] Land Transports

Hi,
without any shinanigans ive done this...
http://www.youtube.com/watch?v=vlr3OfplvD0
i dont see any major problems with it.. appearing...
there are no errors, the unit picks up the units and transports them.. it also drops them off at the destinations either signle drops or drop all..
i used the light air transport model and gave all of a land units attributes..
in essance making it a land transport..
so the question is... what is the problems people usually have with land transports.. ?
i notice one thing... ferry point doesnt work.. the order wont activate, however... this is scriptable.. using a custom toggle.. i could do this..
is there anything else that could go wrong.. ?|||well, as you stated, the general problem is that ferry doesn't work, units sometimes refuse to go to the transport to load up, and occasionally the units get unloaded "under" the map and die. at least in my experience that has been the general problem|||Hi,
ill try and re-create some of those problems and address them..
i wouldnt mind a land transport.
a fatboy with transport slots... that would be quite good..|||Indeed - an interesting approach - perhaps think of it more as a hovercraft unit - less vulnerable than air transport and capable of ferrying sizable loads of non-amphib units across water. There are plenty of present day examples.|||indeed..
i didnt show it in that video .. but it does travel across water.. on the top.. like and engi.|||Well, me and Hawk have already done it technically, its not that its impossible, we just didn't feel the logistics of the model itself nor the quality were sufficient for proper release.
Mike|||Hover transport like that has already been done.|||its not a hover unit.|||ok little more testing,
progress is being made.. good progress so far.. :)|||DeadMG|||quick update...
ive gotten the ferry command 50% working
the units plants its beacon and sets the destination to ferry to..
i can then spawn in some test units, select them and click the beacon..
the units LOAD ONTO THE TRANSPORT and the transport moves to the destination..
however.. when it reaches the destination it turns round and goes and drops the units off at the BEACON lol..
im not able to use the engine code to do this.. im havingt o script it myself..
its going well.. in the end i dont think it will work 100% like the normal ferry..
because there seems to be a block on the ferry command to not issue this order to land units.. UNLESS im doing something wrong.. there are no errors ;/
an so dat is it padawans!
more updates later..|||Hi,
Video update time,
http://www.youtube.com/watch?v=g70A-zkfhs8
ok i havent seen the units get dispatched underground yet...
however... as you can see fromt he video i set a ferry point and the transport moves the units once loaded to the destination as denoted by the flashing red beacon..
now this transport is indeed for a real a proper land unit.. its mesh is that of the t1 light air transport.. (for ease of use and fast testing) i modified it to become a land unit...
in the video the ferry point is set and the gfx for the start of the ferry is laid down..
notice how i click the units to load onto the ferry point icon and they load onto the transport.. when the transport is full or there are no more units to load it transports them to the destination and them moves back to the start destination..
thats about how far i have got upto now..
things still to add..
when a ferry point is set and the distance to the transport is greater than x.. i want the transport to move closer to the units..
also.. when there are more than 6 units the transports doesnt pick up the remaining units after it has transported the first load.. (i can fix this.. but i may need help)
the ummm cursor gfx when setting a ferry point.. absolutely no idea how to change this atm to the ferry icon.. as im not using the conventional way of ferry units.. its all scripted.. so this many not be possible.. (no big deal right, as long as ferry works?)
thats all i can think of right now..
coments welcome..|||How hard would it be to put neutral (they would pick up and transport anything that chooses to ride) transports in the game with preset ferrying points that were map specific? Possibly they could follow tracks on the map or have stations they go to.
You could make them invulnerable and very fast.|||Bastilean|||Cant beleive i dont get atleast some kudos or comments for figuring out the land transport ferry point stuff.. :/
also no one seemed to have picked up on what i did with the mouse in the video..
i clicked the transport and then clicked a order button.. AND THEN clicked the map
for the location of the transport.. which then set the destination for the ferry...
geees.. come on.. name one other mod that lets you do this? if there is one... i wouldnt mind seeing it.. just think what you can do with this with your own units..
your able to order it to do virtually anything at the location you click.. :|
this is defined by a BP abilties entry.... NOW i know... this in the past was impossible.. adding CUSTOM abilities via a units blueprint.. the path to sim/scripttask/ is hard coded.. i found away around it.. so units can have there own abilities via there own mods folder.. :/ .. for the ppl that now what im going on about.. come on.. this is a break through.. :/
now im not wanting a big head however.. i wouldnt mind some positive feedback.. :/
it took me along time to reverse engineer this stuff and figure it out.. :/
and ill freely disclose it to anyone that wants to know :/|||just gotta say, that is some nice work you've done there, as for units going under the map, it was very rare when it happened to be honest. the main reason we ended up not wanting to do our land transports was because for some reason, was very cumbersome(units wouldn't load up and whatnot) plus the occasional unloading under the map deal.
but i must say very nice job.|||Lt_hawkeye|||Domino|||ok IM NOT going to make this mod, however thinking about it...
This could be done... butwhy use trains or a varient... it could be quantum gates.. or some kinda teleporter.. BUT why even go there... bases would be huge by the time forces start coming through and get polverised instantly as soon as you send units through the gate lol.. players would know where the gates are.. and just make a base there with many defense :/ ... seriously no real need for a system like this in a real game... but for fun and to prove it can be done..|||It's true that gateways would also work here. Are there maps like that?
It would be important to place the stations in such a way as to not be easily fortified by the enemy. Or put a lot of stations down, so that there would be a lot of locations to defend. If there are enough trains to deliver 20+ units quickly even a fortified area might be up for grabs.
Might make for an interesting game. As far as maps go, most of their features are for the kicks in the first place. I wouldn't say the volcano in the middle of the Seraphim Isles map is more than an interesting feature.|||Hi,
nice work - but i think the reason for the few comments is, a land transport (as in the thread title say) is not realy needed ....
I can only imagine this usefull for VERY large and slow land units - and so it needs an very big transport unit - and the unit should look good ... to much work for the few moments a land transport is better than transporting the units the default way over land ...
I am more interestet in an Sea transport - and here on :
a, very large sea tranport unit to bring massive amount of units over water .. and
b, submarine transports to bringe hiden units closer to enemy ....
Regards
R-TEAM|||Hi,
using the same method ive used a sea transport is 100% possible.. INFACT the unit in the video already does it.. i gave it the motionType amphibiousfloating its able to cross the water like the uef engi.. with or without cargo, they can very easly be made to travel under the water also basicly any unit TYPE can be a transport AND set ferry points.|||Main problem i see with this is that the transport is still considered an "AIR" unit and is still held on the "AIR" layer... Most land units would not be able to fire on it and air units would have one hell of a time as well. Idealy it would be best if this unit was considered "Hover" so it would be on the correct layer for it's motion type.
Resin|||Hi,
Resin, that unit is a land unit... i know im using the t1 light air transport as the test model..(only because its already set up as a transport) however it isnt in the air layer.. ive changed the bp so it is a land unit.. i could easly change it to a hover type..
in the video it looks like it is "in the air" slightly... because that is where the units pivot is in Y in the 3d program .. ie it isnt resting on the ground in Y ..
this wont be the model for the transport.. i dont think ill even do one.. im just sorting the code so they are possible "IF SOME ONE ELSE" wanted this ability on there own unit..
dont get confused by the air transport model.. it is a land unit in its bp and script file.. im just using the transports mesh.. if i lowered it in a 3d program and gave it some tracks/wheels.. you would see its a land unit then.. i just havent done this lol.. im just usingt he mesh as is..
any unit that can target land units can target this transport. quite honestly.. its perfectly fine.. regards gettting attacked and which layer it resides on.. or what type of motion it has.. its truely is a transport of any unit type.. no sh!t|||the only way i guess to prove its a land unit is to show you this..
http://www.youtube.com/watch?v=aqyhRvB3ryo
its amphibious.. land to water and back again..

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