Staredit Network

Staredit Network -> Concepts -> Cool EUD trigger thingy
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-08 at 15:07:27
lol, If u increase the carrying space of a shutttle it could hold more people but when you unload all, it will only unload the ones it shows (which is 6 i believe) and the other units are gone forever. pretty funny w00t.gif

sorry if i shouldnt have posted a whole topic on this pinch.gif .
Report, edit, etc...Posted by Merrell on 2005-08-08 at 17:33:46
This... didn't deserve a topic.. just post in a topic about UEDs... that would be common sense anyhow, really.
Report, edit, etc...Posted by BSTRhino on 2005-08-08 at 21:53:23
Well, congratulations on finding that out, but this is kind of like what I've been saying before. Now EUD modding has come out, mappers are rediscovering things modders have already taken the time to discover. You don't have to do this (unless you enjoy it) - we could get so much better maps without the extra time to rediscover everything if we just shared knowledge. I've seen modders all around the place almost bursting to give you answers, all you need to do is ask.
Report, edit, etc...Posted by SuperToast on 2005-08-08 at 22:07:33
QUOTE(BSTRhino @ Aug 8 2005, 07:53 PM)
Well, congratulations on finding that out, but this is kind of like what I've been saying before. Now EUD modding has come out, mappers are rediscovering things modders have already taken the time to discover. You don't have to do this (unless you enjoy it) - we could get so much better maps without the extra time to rediscover everything if we just shared knowledge. I've seen modders all around the place almost bursting to give you answers, all you need to do is ask.
[right][snapback]282512[/snapback][/right]


So true
happy.gif
Report, edit, etc...Posted by MapUnprotector on 2005-08-08 at 22:38:44
I've found this out when making mY "Extreme Herders" map.

And it's 8 units you unload btw. But I've actually given the load ability to a Jimmy Marine.
Report, edit, etc...Posted by EzDay281 on 2005-08-09 at 23:53:02
Well, really, it depends on the units themselves and how much space they're set to take up.
Theoreticaly, you could set a unit to use an entire dropship, right?
Report, edit, etc...Posted by LegacyWeapon on 2005-08-10 at 00:28:26
I think that's what "Space Required" and "Space Provided" means in Arsenal III...

Then that means you could also have the "Space Required" be none? Then you could have an infinite number of units in your unit?
Report, edit, etc...Posted by Cole on 2005-08-10 at 00:35:05
Could you put units in a unit then that unit in a unit then that unit in a unit and so on smile.gif.
Report, edit, etc...Posted by LegacyWeapon on 2005-08-10 at 00:36:37
Try it biggrin.gif

I would think so...
Report, edit, etc...Posted by EzDay281 on 2005-08-10 at 01:21:23
QUOTE
I think that's what "Space Required" and "Space Provided" means in Arsenal III...

Then that means you could also have the "Space Required" be none? Then you could have an infinite number of units in your unit?

It's best not to mess with unit space requirements, only how much they can hold.
Why?
The image doesn't scale, so if you were to try, say, 1-space Dragoons, they'd crash.

And ya, that's what the Space Required and Provided are.

Report, edit, etc...Posted by BSTRhino on 2005-08-10 at 06:12:08
QUOTE(Min @ Aug 10 2005, 05:35 PM)
Could you put units in a unit then that unit in a unit then that unit in a unit and so on smile.gif.
[right][snapback]283515[/snapback][/right]

Yes, that was one of the first mods I made. I made it so dropships could hold dropships. It didn't work, you could only unload one level deep. So, say for example I put dropships A and B into dropship C, and dropships D and E into dropship F, then I put dropship C and F into dropship G; what I could do was unload dropships C and F, but unloading C and F resulting in nothing happening.
Report, edit, etc...Posted by Snake)Ling on 2005-08-10 at 07:39:57
Would it be possible to make dropships into gunships? So that the units could fire out of the dropships? I'm very interested in giving the dropship some kind of offensive abillity.
Report, edit, etc...Posted by BSTRhino on 2005-08-10 at 07:59:10
That question is immensely popular, everyone wants to make a dropship-bunker. As such a popular idea, it has been attempted many times but no one has ever been successful until now.

For some reason, I feel like I've given the dropship a weapon before and it didn't crash, but that was one of the first mods I made years and years ago. If I remember I'll check the iscript to see whether dropships can shoot without needing to edit things that EUD isn't capable of editing sometime this weekend, but I have a vague memory that it is possible.
Report, edit, etc...Posted by Snake)Ling on 2005-08-10 at 08:39:06
It is impossible to give the dropship a weapon, unless you can give it an attack button. I gave the dropship a gauss rifle, but I cant use it, lol

ADDITION:
I figured it out! You have to make a bunker have the properties of a dropship! =).
Report, edit, etc...Posted by purple100 on 2005-08-10 at 13:37:14
Why don't you just make something like a Scout or a Battlecrusier have the transport ability? They already have weapons.
Report, edit, etc...Posted by DiscipleOfAdun on 2005-08-10 at 13:44:54
Dropships require Iscript editing to properly have a weapon. EUD triggers cannot do that. Easiest way would be make a unit that has a weapon look/function like a dropship.
Report, edit, etc...Posted by EzDay281 on 2005-08-10 at 15:03:07
Actualy, it is possible.
A- "You need the iscript to tell it to fire its weapon" = Well, if you can change iscript pointers, which I have been told is true on several occasions, then just point it to another air unit's animation. It'll look the exact same, since air unit animations are usualy along the lines of "Play frame 1, begin unbreakable section, attack, wait 1, end unbreakable section, goto repeated, goto return to idle from"

B- "It needs an attack button" = No, you just need an attack button if you want to be able to order it to attack. However, it is more than possible to have it attack with hold position or auto-retaliate, though it requires that you change its scripts. There's also another way to do it, but I'm not gonna tell. tongue.gif
Report, edit, etc...Posted by RexyRex on 2005-08-10 at 15:27:49
Do to that, change the AI's to 2,2,2,10,2. smile.gif
(Those are the AI's of a normal, fighting, air unit)
Report, edit, etc...Posted by BSTRhino on 2005-08-10 at 17:27:26
Hmmm... I don't know, maybe air units all have very similar iscripts and so the dropship's script would be quite easy to replace, but you'd probably have to do a little more playing around to make sure you still get the dropship's afterburners and sounds. It could be possible, although it does sound like it would take some time.
Report, edit, etc...Posted by King_Templar on 2005-08-10 at 19:04:28
As to attack buttons, if you look into StarGraft, the transport button group already has the buttons. So if you mod a transport to have an attack, it automatically gets an attack button. I do not know how this works with these EUD triggers, I have not looked into the EUD triggers. Also, the dropship, shuttle, and overlord are the units that get the transport button group, if i'm not mistaken.
Report, edit, etc...Posted by Dr.Shotgun on 2005-08-10 at 19:38:43
Couldn't you add the bunker overlay onto the dropship, asbunker properties, unless thats part of its Unit ID Value?
Report, edit, etc...Posted by BSTRhino on 2005-08-10 at 21:14:49
As far as we know, the bunker's ability to attack like it does is hard coded to its unit ID, the same way the carrier and reaver's attack methods are hard coded to their unit IDs. I hypothesize that the connection to unit IDs is deeper than that, but does it really matter? All you need to know is conceptually, the only units that can do those things that the bunker, carrier and reaver do are the ones with their unit IDs.
Next Page (1)