Posted: Tue Oct 20, 2009 1:30 am Post subject:
OVER_WATER
I'm looking into amphibious stuff and I noticed there is this condition state and it got me podering it's uses.
Graphics:
Does this mean that there can be seperate animations/models for units while they are in water as opposed to on land? I am almost positive this is a sure 'yes', as the models are condition state based.
Can this condition state be used to allow and forbid certain unit activites and behnavior. For example:
Not allowing units to deploy on water
Only allowing units to deploy on water.
Allowing units to only use certain weapons while in water.
Now I saw this condition state in a list of condition states and not in actual code, so I don't know where this is used. I will ofcourse do some research into this matter. THe only possibility that comes to mind is that transports can't evacuate over water, but this may be because 1) they are technically in the air, 2) the ground beneath them is impassible, or 3) perhaps maybe it has something to do with the condition state I've been talking about.
BIG EDIT:
Ok, I thought this over, and heres what I got:
weaponsets require a condition state
so, using the over_water condition state I can give the unit a different weaponset than when onland and I can use a suicide weapon to get the unit to deploy so when they are over water, they no longer have this weapon, and thus cannot deploy into whatever.
EDIT2: This is fail because weaponset use a different set of conditions. _________________ Please, read the signature rules of the forum. QUICK_EDIT
The OVER_WATER state is just a model state, you can use it to trigger model changes, particles, and the likes. Useful for wave particles while the unit moves on water. QUICK_EDIT
Ok, so it only works for the model itself then? Well, how about this idea:
ra3 type buildings: You make the model of the building, with some kind of naval base/platform. You then make sure that the bottom of the model is a pre-determined numbed/hieght. So then ingame you add the conditionstate = OVER_WATER to the building and have the model be the version of your building adjusted for the water. (water depth would have to be standardized). Then using the nomral conditionstate they would be the right height for the ground by using a different model.
I don't really plan on using this because it would be horrible unbalanced towards the other sides, however, I got the idea in my head so I'm laying it out there, and I'll test it to see if it works.
EDIT: Nevermind, it didn't work.
theory.png
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