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Re: Jet boots, effects set to hardpoints
Posted: Fri Jun 15, 2012 11:01 pm
by Dakota
Dakota is now wondering what marth is talking about and how well it may or may not work.

Re: Jet boots, effects set to hardpoints
Posted: Fri Jun 15, 2012 11:17 pm
by lucasfart
@ Marth - There have been long discussions about forcing ai into vehicles, but it doesn't work effectively from what I remember. It would work for the player, but the ai would just jump right out of the vehicle. There would also be nothing to stop the player just hopping out....
Re: Jet boots, effects set to hardpoints
Posted: Sat Jun 16, 2012 12:23 am
by Marth8880
So make a version of the unit without those thrust effects and whatnot, put those units on a new team for the A.I. that would spawn as it, and set the team up so that it's friendly to the original team with the normal unit.
Re: Jet boots, effects set to hardpoints
Posted: Sat Jun 16, 2012 1:51 pm
by Dakota
that wouldn't quite work for what i need.
Re: Jet boots, effects set to hardpoints
Posted: Sun Jun 17, 2012 12:33 am
by Marth8880
Why?
Re: Jet boots, effects set to hardpoints
Posted: Sun Jun 17, 2012 1:23 am
by Dakota
such a short post....
anyway:
1. can't use a vehicle, my unit has to be able to be knocked down.
2. i would want the ai to have the thrust effects and be able to fly also.
3. if people use the 1.3 patch to kill all ai on teams 1 and 2 the troopers would still be there.
4. its entirely too complex and convoluted for me to be able to effectively use it in this era mod that i am working on.
5. if it was a flyer you'd have to take off and you would just fly around when the jet pack is a dark trooper style jet pack.
6. hovers don't fly.
EDIT: just noticed this thread has caused change in the bf2 limitations thread.