W.I.P. LAAT/C
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RevanSithLord
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drummerzoid1
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RevanSithLord
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- Epena
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- jangoisbaddest
- Lieutenant General

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Actually, there were bombs in BFI - the Y - Wing and TIE Bomber on certain levels like Bespin: Platforms carried them.
I think drummerzoid has some pretty good ideas, and they're worth investigating. I don't know exactly how useful this would be in a map, but I'm sure the creative minds we have on gametoast will think of something
I think drummerzoid has some pretty good ideas, and they're worth investigating. I don't know exactly how useful this would be in a map, but I'm sure the creative minds we have on gametoast will think of something
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Qdin
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- Epena
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- Teancum
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Guys, here's the facts:
-Carrier doesn't work, so the first choice is out
-Bombs won't work because bombs are ordnance. Ordance either disappears or explodes when it hits something. So the ATTE would either have to disappear or explode when it hits something. You can't create a new ATTE when the ordnance explodes, and even if you could, bombs don't detatch from the mesh, they are created from a hardpoint. That means that the ATTE wouldn't detach when you dropped a bomb.
-The LAAT/c's were never meant to be player controlled, even in Clone Wars. The followed a VERY specific path to a 'vehicle pad' and once it touched the vehicle pad object it would detach the ATTE.
The only slight chance we would have is to have them AI controlled and scripted. Then we could use Procedural Animation (in ZeroEdit) to move both the ATTE and the LAAT/c together along a predifined path, once they reached the 'landing zone' the ATTE's path would finish and the LAAT/c would continue it's pre-defined path by taking off and flying away. BUT, even then, ATTE's are CommandWalkers, which means the AI will try to spawn from them as they fly in and will fall to the ground and die.
The fact of the matter is that carriers are such a special class that there's just no good way to duplicate it.
-Carrier doesn't work, so the first choice is out
-Bombs won't work because bombs are ordnance. Ordance either disappears or explodes when it hits something. So the ATTE would either have to disappear or explode when it hits something. You can't create a new ATTE when the ordnance explodes, and even if you could, bombs don't detatch from the mesh, they are created from a hardpoint. That means that the ATTE wouldn't detach when you dropped a bomb.
-The LAAT/c's were never meant to be player controlled, even in Clone Wars. The followed a VERY specific path to a 'vehicle pad' and once it touched the vehicle pad object it would detach the ATTE.
The only slight chance we would have is to have them AI controlled and scripted. Then we could use Procedural Animation (in ZeroEdit) to move both the ATTE and the LAAT/c together along a predifined path, once they reached the 'landing zone' the ATTE's path would finish and the LAAT/c would continue it's pre-defined path by taking off and flying away. BUT, even then, ATTE's are CommandWalkers, which means the AI will try to spawn from them as they fly in and will fall to the ground and die.
The fact of the matter is that carriers are such a special class that there's just no good way to duplicate it.
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Jawa_Killer
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drummerzoid1
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Qdin
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PvtParts
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And if you place the vehicle odf straight out of the sides folder it will still spawn and be useable, but also appear 'as is' ingame in your zeroedit. The one problem with this is that the vehicle does not spawn.
I think a good concept for this is this:
Make the LA-AT/c a command flyer. When it lands, it has a spawnpoint, but in this case the spawnpoint references vehicles. (possible?) so a vehicle spawns when it is landed. Or you could attach a vehicle spawn to the laat/c, that way it will spawn when its landed (vehicle spawns have a 'flight ceiling' right - they only work if under a certain height?
Now the La-at/c would use simple animations, that make the at-te disapear while landed, and appear as soon as in flight. this way you wouldnt see them clip eachother.
Yet another idea would be to make the at-te an ai in itself - similar to the gunships seen throughout the campaign. It would spawn via the same method mentioned above.
And even if none of this works, id still like the vehicle for an laat/c
Off Topic: anyone know how to make normally non-homing weapons homing? I mean so they target an object, lock on, and home in like space fighter missles. Ive searched and seen references, but no one in actuallity has been able to recreate this for an otherwise dumb weapon.
I think a good concept for this is this:
Make the LA-AT/c a command flyer. When it lands, it has a spawnpoint, but in this case the spawnpoint references vehicles. (possible?) so a vehicle spawns when it is landed. Or you could attach a vehicle spawn to the laat/c, that way it will spawn when its landed (vehicle spawns have a 'flight ceiling' right - they only work if under a certain height?
Now the La-at/c would use simple animations, that make the at-te disapear while landed, and appear as soon as in flight. this way you wouldnt see them clip eachother.
Yet another idea would be to make the at-te an ai in itself - similar to the gunships seen throughout the campaign. It would spawn via the same method mentioned above.
And even if none of this works, id still like the vehicle for an laat/c
Off Topic: anyone know how to make normally non-homing weapons homing? I mean so they target an object, lock on, and home in like space fighter missles. Ive searched and seen references, but no one in actuallity has been able to recreate this for an otherwise dumb weapon.
- minilogoguy18
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- Teancum
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- minilogoguy18
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RevanSithLord
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- Dragonum
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RevanSithLord
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