For that reason I ask this, I think it would be great. Even if the cargo was inanimate (not a vehicle) this code had many applications in flyers. If I'm not wrong, someone can drop an turret from sniper (I can not remember...), maybe this is some similar code.
Carrier is a variation of the flyer classlabel, according one of psych0fred's charts. Unfortunately, despite my efforts, it doesn't seem to be a working classlabel. At least, it's not properly displayed visually, the positions become horribly bugged while using this classlabel, and I've yet to see it behave as any docs suggest, though some appear to use this term loosely in reference to flyers. In other words, it doesn't really work, though you can get it ingame. Then again, I could be doing something wrong.
As for the odf lines, I'm not sure if they work, what exactly they are used for, or if they could be applied to an LAAT/c, mostly because the docs suggest carriers ferry troops from a friendly CP associated landing hint to one associated with an enemy CP. (Landing hints assume association with the nearest CP if it's not set in ZE.) However, my experiments give me the impression that they ignore landing hints, even though the docs suggest they work on "carriers". Since they refuse to land, I can't tell whether the other lines have any effect.
Oh . There must be some reason why this code is incorporated in the guide parameters. I have made the animation with LUA script and ZE animations but seeing these lines I thought it was possible to do something similar but in a controlled vehicle.
would work with different objects to a ATTE? I mean drop objects (props, turrets).
I believe Carrier is from BF1. It was a variation of flyer used for the LAAT/i and MAF gunships so that they would land at land hintnodes and other fliers wouldn't.
Lagomorphia wrote:I believe Carrier is from BF1. It was a variation of flyer used for the LAAT/i and MAF gunships so that they would land at land hintnodes and other fliers wouldn't.
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.
[quote="Pysch0fred"]Flyers will now only land at "land hints" that are ready to be placed in the editor. This will allow us to guarantee that flyers land safely. You should place the hints in fairly open areas, to allow the flyers some room for error. The direction of the hint is important - it tells the flyer which direction to land in. So, for example, if the hint direction points to the right then the flyer will approach the landing spot from the left. Bear in mind that the flyers need a safe landing approach distance of say 50-100 meters. I’m relying on you to make sure this approach path is safe
Also, the landing hints take an optional command post parameter. If you don’t set this in the editor, then the hint is associated with the nearest command post, so you should rarely need to set it manually. The AI uses this data in the following way: if a flyer spots a non-owned command post that has a landing hint associated with it, the flyer will land, the AI soldier will jump out of the vehicle and try to acquire the command post. Transports also use the landing hints. They will land at friendly command posts to pick up soldiers, then fly and land at enemy command posts to deploy the soldiers. You can place multiple land hints around the same command post to give the AI several places to land.
By the way, like I mentioned above, flyers now need these landing hints in order to land at command posts, so until you have added these to your maps flyers will not be landing L
You can still use regular MoveTension, and that sets all directions to the same value.[/quote]
Lagomorphia wrote:Then why doesn't the land hint node work in BF2?
I just answered the question -- carriers are broken, and that's what the hint node was used for. The carriers would land, drop off the tank/AT-TE, whatever and fly off.