Is there a way to create a entirly new unit type?
Like a helicoptor or water units or Kamikazi units or whatever?
Id like to see Scuds or single attack missles..
How about when a tank dies it spwans a cyborg (the units crew) in its place???
New Units
- Watermelon
- Code contributor

- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: New Units
they are possible via source changes.reikirex wrote: Is there a way to create a entirly new unit type?
Like a helicoptor or water units or Kamikazi units or whatever?
Id like to see Scuds or single attack missles..
How about when a tank dies it spwans a cyborg (the units crew) in its place???
I made a helicopter propulsion called VTOLH,but there were some problems with it,the most notable ones are the potential helicopter constructor problem and the connector position of such propulsion(the rotor and blades should be connector to the top of a body,not left and right sides like currently all propulsions do).
small water unit is easy,just reverse the land/water path planning block and it's almost done,but large ones like a battle cruiser will be a bit trick,because their collision 'box' is not a square.
Not sure about SCUD and single attack missile,basically they are just ballistic missile with very big damage radius,so they can be implemented without source changes I guess.
tasks postponed until the trunk is relatively stable again.
Re: New Units
helicopters were an often discussed subject related to pie modding a long time ago. with the pre-gpl warzone, the best you could do was make a "vtol" (in wz terminology) that looked like a helicopter, and then replace the jet gfx with a texture-animated rotating wing effect for the blades, though there would be no blades at all when it landed. or, you could create individual polygons for the blades, but these would have no animation effect during flight. combining the two would also look tacky.
a general improvement would be to extend level and ani based animation capabilities to *all* propulsion types, and if a vehicle is in movement, the engine will cycle through the animation, while if at any time the vehicle stops, animation would stop at the current frame (and would continue from that frame again if and when movement resumed).
a general improvement would be to extend level and ani based animation capabilities to *all* propulsion types, and if a vehicle is in movement, the engine will cycle through the animation, while if at any time the vehicle stops, animation would stop at the current frame (and would continue from that frame again if and when movement resumed).
