Staredit Network

Staredit Network -> Modding Assistance -> Tank Mode <-> Siege Mode
Report, edit, etc...Posted by EzDay281 on 2006-06-21 at 13:46:40
Actualy, that answer to what happens when you siege an air unit to a ground unit over unpassable terrain seemed like first-guess to me, being as that's what happens when you use triggers to place units on unpassable terrain. Try playing around with null tiles.
Report, edit, etc...Posted by Rikimbo on 2006-06-21 at 15:08:11
QUOTE(EzDay281 @ Jun 21 2006, 12:46 PM)
Actualy, that answer to what happens when you siege an air unit to a ground unit over unpassable terrain seemed like first-guess to me, being as that's what happens when you use triggers to place units on unpassable terrain. Try playing around with null tiles.
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Hmm, I have to admit, I never tried to move units to unpassable terrain. And I thought I'd made an amazing discovery. Haha, oh well. It's still cool.

@nirvanajung: Haha, yeah, I agree with you -- why not just keep flying? Well, you see, maybe the flying unit doesn't have any weapons because he's too busy flying! tongue.gif Maybe this unit has to land to... to use oh, say... a railgun, for example. biggrin.gif

Some other interesting things about the swap:
- The unit will keep the same proportion of HP. (You can actually see this simply by making Tank (Siege Mode) have different HP than Tank (Tank Mode) in StarEdit. Nothing exciting, really)

- The unit's mana bar resets to around 62 every time you swap.

- If the unit is permanently cloaked, after the swap, the unit will still be permanently cloaked, regardless of whether or not this unit has the 'permanently cloaked' flag. Conversely, if the unit is not cloaked, after the swap, the unit will remain uncloaked, regardless of whether or not this unit has the 'permanently cloaked' flag. Same goes for arbiter-style cloaking (Initialize Arbiter AI/Order). This is actually kind of disappointing.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-21 at 15:53:05
While you're testing this, mind testing morphing loaded carrying-units?

example:
test 1 - first unit is loaded with 8 units, the unit it morphs into also can load 8
test 2 - first unit is loaded with 8 units, the unit it morphs into can only load 4
test 3 - first unit is loaded with 8 units, the unit it morphs into cannot load units
test 4 - first unit is loaded with 8 units, the unit it morphs into cannot load units, then it morphs back to the first unit
Report, edit, etc...Posted by Rikimbo on 2006-06-21 at 16:11:43
Hmm, alright, sure. I'll get on that soon, and post the results right here.

EDIT: alright, here are the results of the tests!

test 1 - first unit is loaded with 8 units, the unit it morphs into also can load 8
This works. That pretty much sums it up. When the unit morphs back and forth, the game keeps track of what units are in it, and it works as if the unit had never changed ID at all.

test 2 - first unit is loaded with 8 units, the unit it morphs into can only load 4
Each unit works fine on it's own. No matter how many times you have morphed back and forth, the unit which is meant to hold 4 units can only hold 4 units, and the unit which is meant to hold 8 units can still hold 8 units. If you morph from the unit with 8 capacity, and it is full, the unit will keep it's 8 units loaded. It will be able to unload its units, but will not be able to load more than 4 units, as is expected.

test 3 - first unit is loaded with 8 units, the unit it morphs into cannot load units
As above, both units work fine on their own. No matter how many times you morph back and forth, one unit can hold 8 units and the other cannot load anything at all.

test 4 - first unit is loaded with 8 units, the unit it morphs into cannot load units, then it morphs back to the first unit
This one was a bit weird. When the full unit was morphed to the unit that cannot load units, it was still full, carrying 8 units. However, it could not load or unload any units. The unload button appears because the 'is carrying units' requirement is met, however, the action is not executed when one clicks the button. When the unit is morphed back to the unit with 8 capacity, the unit works like a full transport again. It can unload it's unit and then load some more.
Report, edit, etc...Posted by nirvanajung on 2006-06-21 at 23:33:06
that sound like that's call just previous original of availabled conditions for unit
irrespective of wat is first condition
Report, edit, etc...Posted by Rikimbo on 2006-06-21 at 23:42:03
QUOTE(nirvanajung @ Jun 21 2006, 10:32 PM)
that sound like that's call just previous original conditions of unit irrespective of wat is first condition
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Pretty much, but it doesn't keep energy amount, for example. The energy resets for each unit. So I don't know if that goes for absolutely everything. I wouldn't state the general case just yet.
Report, edit, etc...Posted by nirvanajung on 2006-06-21 at 23:45:43
ya.... there are might some inclulded conditons and excluded continons
by setted Engine for that
Report, edit, etc...Posted by Kookster on 2006-06-23 at 13:35:06
i dont suppose you would show your work through the modded files, cause i wanna see how you did this

I wanted to turn a marine into another marine so he could use a different weapon, like a built in weapon, instead of doing a bunch of funky triggers using item systems
Great find i give you cudos for figuring this out!!
Report, edit, etc...Posted by Rikimbo on 2006-06-23 at 18:21:48
QUOTE(kookster @ Jun 23 2006, 12:34 PM)
i dont suppose you would show your work through the modded files, cause i wanna see how you did this
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Well, I thought of writing a tutorial for how to set this up. Do you think I should do that?
Report, edit, etc...Posted by Kookster on 2006-06-23 at 18:30:28
just make a SCMLoader compatible map, it just has the dats and stuff in the map, and then list the files you altered and where they are at, hmm that is alot, so maby a tutorial might work

I say which ever floats your boat the most
Report, edit, etc...Posted by nirvanajung on 2006-06-24 at 02:33:43
QUOTE(Rikimbo @ Jun 23 2006, 04:21 PM)
Well, I thought of writing a tutorial for how to set this up.  Do you think I should do that?
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including sample source files in tuto so u should do that even though his asking not like that ....tongue.gif
Report, edit, etc...Posted by Rikimbo on 2006-06-24 at 11:08:51
QUOTE(nirvanajung @ Jun 24 2006, 01:33 AM)
including sample source files in tuto so u should do that even though his asking not like that ....tongue.gif
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Well, I don't want to release the source files to my mod just yet, because I don't want alot of that stuff going out to the public before I'm finished.

But, tell you what. Since I'm such a nice guy, I'll start another one from scratch, to serve as a demonstration. This is a cool effect, and it would really be a crime not to share its source.

I'll make a small mod that changes Duke (Siege Tank) into a hero that changes from human to animal (well, probably bengalaas) form, and briefly explain all of the changes that had to be done for it to work. It's not a hard effect to set up, but there are still quite a few things that have to be done.

I'll have that done sometime in the near future. Some minerals might give me motivation to work harder! wink.gif haha.
Report, edit, etc...Posted by nirvanajung on 2006-06-24 at 11:47:50
just as u wish, I don’t give a hoot about source at all
probably tuto sample source would help more than just telling tuto for newbie and poor hand guys
Report, edit, etc...Posted by -bilal92- on 2006-07-02 at 17:09:15
lol, thats funny but sorry dont know how to do it, i dont really use modding tools
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