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SCUBA trooper
Posted: Sat Aug 01, 2009 2:46 pm
by Labj
Its possible to make a SCUBA trooper that the water dont kills him and with a jet pack that only works under water ??
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 2:51 pm
by Frisbeetarian
This has been thought about from most every angle, and just to try and help out and head you off at the pass, you're not going to make a successful map that encompasses both land and sea battling. For one, the AI won't like it. It's best to just do what had been done before, make the whole map under water and thus neglect having to need water at all.
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 2:52 pm
by Labj
And what if its added as a hero ? i dont see AI to use it much, and the pathing could make the AI to use it, at kamino there is a jumping path for AI...
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:11 pm
by Frisbeetarian
You're describing the jump pack hint node, which is only for a jump pack, a la dark trooper, not a jet pack. AI have trouble doing the basic things you want them to do, trying to get anything extra out of them is ludicrous, a hero is no different.
If you describe what you're trying to do, people around here generally help you find work-arounds if it's feasible.
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:17 pm
by Labj
Actually, what i want to know is that if the trooper can be made, nothing else...
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:18 pm
by Frisbeetarian
Then "No" is your best answer.
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:21 pm
by Labj
Any logical reason ?? i dont like empty "no"...
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:33 pm
by Frisbeetarian
Labj wrote:Its possible to make a SCUBA trooper...with a jet pack that only works under water ??
Frisbeetarian wrote:No
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:35 pm
by AQT
Frisbeetarian wrote:You're describing the jump pack hint node, which is only for a jump pack, a la dark trooper, not a jet pack.
Just to clarify, the
jetjump hint node actually tells the AI to just jump, regardless of whether they have jet/jump pack or not. For example, these nodes are on the sail barge from the Mos Eisley map (that's why you can see the AI jumping off the barge when they spawn).
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:35 pm
by Labj
Frisbeetarian wrote:Labj wrote:Its possible to make a SCUBA trooper...with a jet pack that only works under water ??
Frisbeetarian wrote:No
Again: is there any logical reason why it cant be done ??
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:41 pm
by Executer94
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:44 pm
by Labj
What is the point in there ?
I have never watched that topic, what you do there ? if there is where you ask for something to another one to make it for you, no, thats not what i am looking for...
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:46 pm
by Frisbeetarian
There is no way to detect if a unit is in the water or not, that's handled by the game's executable. I can think of a possible work-around using GetMapPosition(), but that would be a hack method and is, as alluded to before, not feasible.
AQT wrote:Just to clarify, the jetjump hint node actually tells the AI to just jump
I was just going by psych0fred's docs; that's good to know.
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:48 pm
by Labj
Ah, wwll, so it works on EnterRegion thing ? Is that the name of the function ?
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 3:58 pm
by Frisbeetarian
Labj wrote:Ah, wwll, so it works on EnterRegion thing?
No. I suppose a giant region could work, though much less efficiently.
Labj wrote:Is GetMapPosition() the name of a function?
Yes
Please trust me that this is over your head. It requires a couple work-arounds that have to work in conjunction with each other. There are also certain ways you have to set up the side and certain limitations that come with the coding used. I do not have the time nor patience to go through the arduous testing, and there are few around that I would trust to do it correctly.
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 4:00 pm
by Labj
Yeah, i am not supposed to do it now, maybe there will be discoveries in the future that can make this possible, or i hope that my team and me could do it.
Thanks for everyone`s help, this can be closed...
EDIT: WAIT !! I think i got it !
1st: OnEnterRegion: with the name of the unit
2nd: The jetpack should be added only as an asset
3rd: AddJetPacks when it is on water
4th: RemoveJetPakcs when it is outside the water
May that work ??
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 7:50 pm
by Fiodis
No; "AddJetPacks" is not a function.
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 7:51 pm
by Labj
It comes with the fake console, i will check...
Yes it is there, but since i dont know the original code i only knoe that it says Add JetPacks
Re: SCUBA trooper
Posted: Sat Aug 01, 2009 11:28 pm
by Eggman
Labj wrote:It comes with the fake console, i will check...
Yes it is there, but since i dont know the original code i only knoe that it says Add JetPacks
Either way, it would still come off as very sloppy, not to mention the remaining issue of the unit taking damage from the water. It's good to try to find new solutions to things, and I encourage you to be creative, but this is an issue that has been discussed before and simply isn't practical for the game.
Re: SCUBA trooper
Posted: Sun Aug 02, 2009 12:14 am
by Labj
Creativity, i will still try.