Wall climbing?
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- skelltor
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Wall climbing?
is it possible to make a unit able to climb up wall and buildings? or some how make him a jet pack with no effect and just inetial push but that would work off walls to any ideas?
- Teancum
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Re: wall climbing
Nope, not possible.
- skelltor
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Re: wall climbing
dang it
oh well thx
- [RDH]Zerted
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Re: Wall climbing?
Assuming there was only one of this unit and the AI will never go up the wall:
Put a region over the area you want the player to be able to climb. When the player enters the region, give that character an invisible jet pack. When the player leaves the region, take the jet pack away. I don't know if the game would have problems if you take a jet pack away from someone when they're using it.
It might be best to just always have the unit have a jet back and just give/take away its fuel or its fuel regen.
In general, like Teancum, said: not possible.
Put a region over the area you want the player to be able to climb. When the player enters the region, give that character an invisible jet pack. When the player leaves the region, take the jet pack away. I don't know if the game would have problems if you take a jet pack away from someone when they're using it.
It might be best to just always have the unit have a jet back and just give/take away its fuel or its fuel regen.
In general, like Teancum, said: not possible.
- [TFA]Padawan_Fighter
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Re: Wall climbing?
[RDH]Zerted wrote:Assuming there was only one of this unit and the AI will never go up the wall:
Put a region over the area you want the player to be able to climb. When the player enters the region, give that character an invisible jet pack. When the player leaves the region, take the jet pack away. I don't know if the game would have problems if you take a jet pack away from someone when they're using it.
Hmmmmm...that's really interesting, I didn't know that could be done.
Could this possibly be used for underwater areas as well?
- Fiodis
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Re: Wall climbing?
I asked once if you could manipulate jetpack fuel through SetProperty, like you do with shields [SetProperty(unit, "CurShield", #)] and the general concensus was that you couldn't. How could you add or take away specific amounts, then? Or would you have to work with changing FuelRechargeRate?[RDH]Zerted wrote:It might be best to just always have the unit have a jet back and just give/take away its fuel or its fuel regen.
- [RDH]Zerted
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Re: Wall climbing?
I'm not sure what you mean by underwater. I don't think you can fly underwater, though I've never gone deep enough to find out.
Fake Console's Add Jet Packs important code:Fake Console's Remove jet Packs important code:uf_classes is just a table with the unit classes to change. As an example: uf_classes = { "all_inf_rifleman", "imp_inf_rifleman" } Please use a variable name other than uf_classes as v1.3 uses that variable name to track all in-game units. The function uf_changeClassProperties() only exists in v1.3. It basically just does SetClassProperty() on each given unit class with all those name and value fields in the given properties table.
Look in the ODF property document to see just about everything that can be changed through SetClassProperty or SetProperty. Also, I forgot that something in the 'removing jet packs' code causes crashes to the non-hosts in MP games, so a map using it would have to be SP only.
As shown above, I messed with the fuel costs and recharge rates. Increasing the fuel costs is similar to removing fuel.
Fake Console's Add Jet Packs important code:
Code: Select all
local properties = {
--ControlSpeed = "jet 1.85 1.85 2.00"
{ name = "ControlSpeed", value = "jet 10.85 1.85 2.00"},
{ name = "JetJump", value = "8.0" },
{ name = "JetPush", value = "8.0" },
{ name = "JetAcceleration", value = "20.0" },
{ name = "JetEffect", value = "" },
{ name = "JetType", value = "hover" },
{ name = "JetFuelRechangeRate", value = "1" },
{ name = "JetFuelCost", value = "0.0" },
{ name = "JetFuelInitialCost", value = "0.0" },
{ name = "JetFuelMinBorder", value = "0.0" },
}
uf_changeClassProperties( uf_classes, properties )Code: Select all
local properties = {
{ name = "ControlSpeed", value = "jet 0.01 0.01 0.01"},
{ name = "JetJump", value = "0.1" },
{ name = "JetPush", value = "0" },
{ name = "JetAcceleration", value = "0" },
--{ name = "JetEffect", value = "0" },
{ name = "JetType", value = "hover" },
{ name = "JetFuelRechangeRate", value = "0" },
{ name = "JetFuelCost", value = "50" },
{ name = "JetFuelInitialCost", value = "50" },
{ name = "JetFuelMinBorder", value = "50" },
}
uf_changeClassProperties( uf_classes, properties )Look in the ODF property document to see just about everything that can be changed through SetClassProperty or SetProperty. Also, I forgot that something in the 'removing jet packs' code causes crashes to the non-hosts in MP games, so a map using it would have to be SP only.
As shown above, I messed with the fuel costs and recharge rates. Increasing the fuel costs is similar to removing fuel.
- [TFA]Padawan_Fighter
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Re: Wall climbing?
Eh? Of course you can fly underwater. I do it all the time (of course, it would be called SWIMMING, not flying
). I'm just saying whether it is possible or not to take this hypothesized 'jet region' and place it underwater to emulate swimming.
