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Re: Space Mon Calamari
Posted: Tue Jul 06, 2010 9:33 pm
by StarkillerMarek
I meant like you somehow managed to create a new hintnode, which I guess is basically what you said you have done, in a matter of speaking, with scripting.
Maybe if a certain flyer enters a certain region, it get set to being landed. The only thing would be to get a certain flyer to move into a certain region.
Re: Space Mon Calamari
Posted: Tue Jul 06, 2010 9:38 pm
by Darth_Squoobus
StarkillerMarek wrote:I meant like you somehow managed to create a new hintnode, which I guess is basically what you said you have done, in a matter of speaking, with scripting.
Maybe if a certain flyer enters a certain region, it get set to being landed. The only thing would be to get a certain flyer to move into a certain region.
I think he wants us to figure it out ourselves and expirement.
Re: Space Mon Calamari
Posted: Tue Jul 06, 2010 9:39 pm
by StarkillerMarek
I wasn't asking if it was right. I was just stating how I would think to go about doing it.
Anyway, the map looks great, as I'm sure the mod will be to.
Re: Space Mon Calamari
Posted: Tue Jul 06, 2010 9:42 pm
by Maveritchell
Darth_Squoobus wrote:I think he wants us to figure it out ourselves and expirement.
I don't care whether you experiment or not - the only thing I don't do is post whole code, lock, stock, and barrel. As far as outlining the concept, I've done that with pretty much any new thing I've made.
StarkillerMarek wrote:I was just stating how I would think to go about doing it.
And I don't mind telling you that you're on the right track, and more importantly you're thinking the right way (in terms of approach to the problem).
Re: Space Mon Calamari
Posted: Tue Jul 06, 2010 9:54 pm
by Fiodis
Fred's board lists "Carrier" as a valid flyer classlabel, though it appears to be broken (like much else

). THe docs say this about the "Land" hintnode:
...and LAND targets Carriers for landing a deploying troops.
Also,
Teancum wrote:Pysch0fred said that the Carrier was used to drop off vehicles in Star Wars: The Clone Wars, and that the code to use it correctly is broken in both SWBF1 and SWBF2. It's one of the things he tried to fix via odf parameters for a long time.
Maybe Mav found a way to fix it via lua coding?
However it was done, it's done very well.
Re: Space Mon Calamari
Posted: Thu Jul 08, 2010 9:37 am
by RC-1192
Re: Space Mon Calamari
Posted: Mon Aug 23, 2010 11:12 am
by ps2owner
cool

semi-off topic
Next thing you know the AI will recognize height.
i thought that mabe you could make the ai follow diferent barirers in diferent
regions. it wouldnt work that well for open maps but for mutilevel building maps it could work
(if it would work at all) it would proply use lua scripting
Re: Space Mon Calamari
Posted: Mon Aug 23, 2010 12:20 pm
by Maveritchell
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