A locomotor for a Hover MRLS
Madin
03 Apr 2010
So I have a Hover MRLS. I'd like for it to able to hover over water, has it did in Tiberian Sun, but I'm having problems.
The 'Hovercraft' Locomotor, apart from looking awful on land, refuses to to enter into water (I only tried default skirmish maps). I then tried modifying the Devourer tanks locomotor to include 'WATER' & 'DEEP_WATER' in it's 'Surfaces' attributes, but I'm still unable to enter water.
There seems to be path finding issues with the 'Hover' locomotor as well.
Any solutions that work & look good on land and sea?
The 'Hovercraft' Locomotor, apart from looking awful on land, refuses to to enter into water (I only tried default skirmish maps). I then tried modifying the Devourer tanks locomotor to include 'WATER' & 'DEEP_WATER' in it's 'Surfaces' attributes, but I'm still unable to enter water.
There seems to be path finding issues with the 'Hover' locomotor as well.
Any solutions that work & look good on land and sea?
JJ
03 Apr 2010
The problem is that with EA maps, they put an impassible area around all bodies of water, that's why it wouldn't work. It will most likely work in custom maps without the same impassible areas, but then it's not like there are any considerable amount of water in EA's maps anyway.
Also, what exactly are the pathfinding issues?
Edited by JJ, 03 April 2010 - 05:16.
Also, what exactly are the pathfinding issues?
Edited by JJ, 03 April 2010 - 05:16.
Slye_Fox
03 Apr 2010
here's the hover moter I used in SI;
<LocomotorTemplate id="PDFHover90Locomotor" Name="PDFHover90Locomotor" Surfaces="GROUND WATER DEEP_WATER" MaxSpeedDamaged="30%" SlowTurnRadius="0.0" FastTurnRadius="25.0" TurnTimeSeconds="0.5s" TurnTimeDamagedSeconds="1.5s" AccelerationSeconds="1.8s" BrakingSeconds="0.9s" MinTurnSpeed="0%" BehaviorZ="SEA_LEVEL" Appearance="SHIP" AccelPitchLimit="10d" BounceKick="10d" PitchStiffness="0.8" RollStiffness="0.2" PitchDamping="1.0" RollDamping="0.5" ForwardAccelerationPitchFactor="0.0" LateralAccelerationRollFactor="0.1" ElevatorCorrectionDegree="0.025" ElevatorCorrectionRate="0.016" AeleronCorrectionDegree="0.025" AeleronCorrectionRate="0.021" RiverModifier="50%" UseTerrainSmoothing="true" HasSuspension="false" CanMoveBackward="true" ReorientIfTurnTooSharp="false" />
Madin
03 Apr 2010
JJ, on 3 Apr 2010, 6:14, said:
Also, what exactly are the pathfinding issues?
Golan say's that the Pathfinding issues are caused by having the 'CRUSHABLE_OBJECTS' flag together with the 'WATER' & 'DEEP_WATER' in the 'Surfaces' attribute.
The vehicle will constantly get 'stuck' whenever it is commanded to travel long distances with even minor obstacles.
Slye_Fox, on 3 Apr 2010, 6:39, said:
here's the hover moter I used in SI;
<LocomotorTemplate id="PDFHover90Locomotor" Name="PDFHover90Locomotor" Surfaces="GROUND WATER DEEP_WATER" MaxSpeedDamaged="30%" SlowTurnRadius="0.0" FastTurnRadius="25.0" TurnTimeSeconds="0.5s" TurnTimeDamagedSeconds="1.5s" AccelerationSeconds="1.8s" BrakingSeconds="0.9s" MinTurnSpeed="0%" BehaviorZ="SEA_LEVEL" Appearance="SHIP" AccelPitchLimit="10d" BounceKick="10d" PitchStiffness="0.8" RollStiffness="0.2" PitchDamping="1.0" RollDamping="0.5" ForwardAccelerationPitchFactor="0.0" LateralAccelerationRollFactor="0.1" ElevatorCorrectionDegree="0.025" ElevatorCorrectionRate="0.016" AeleronCorrectionDegree="0.025" AeleronCorrectionRate="0.021" RiverModifier="50%" UseTerrainSmoothing="true" HasSuspension="false" CanMoveBackward="true" ReorientIfTurnTooSharp="false" />
Thanks for this!