Forged Alliance Forever Forged Alliance Forever Forums 2014-05-24T00:18:36+02:00 /feed.php?f=2&t=7460 2014-05-24T00:18:36+02:00 2014-05-24T00:18:36+02:00 /viewtopic.php?t=7460&p=73689#p73689 <![CDATA[Re: Ghetto Gunships?]]>
errorblankfield wrote:
Wait, isn't this in the LUA files and basically just a 'FireFromTransport = 1' line.

I seem to remember this for some reason back when I poked around the LAB files.


Check the code I posted in the previous page. It's exactly that but with "true" instead of "1"

Flipper wrote:
I'd imagine that the unit's weapon pitch/yaw has something to do with it as well. A tank would have a hard time pointing it's turret low enough.

A Transport full of snipers might be fun. :-)
The firing abilities have everything to do with it. Seiya posted this finding on his website or on the GPG forum when he made the mod. Effectively, no 2 unit was able to fire apart from the MML (missiles are always starting the same path but quickly change direction, which is irrelevant to the unit's position.tanks can't target downward. Perhaps if you suspend them upside down, thei could do something (certainly if you also allow the barrel to increase its angle).

All bots could fire I think, with the exception of the hoplite (downward targeting - collision, like the tank). Perhaps also the brick for the same reason. Not the Percy because it has an arm. I'm not sure how snipers would perform, but the sera and UEF t2 bit are interesting to test. These would be additional exceptions to the t2 can't fire rule. Exceptions that perhaps didn't even exist she Seiya made the mod.

Statistics: Posted by Plasma_Wolf — 24 May 2014, 00:18


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2014-05-23T23:12:03+02:00 2014-05-23T23:12:03+02:00 /viewtopic.php?t=7460&p=73682#p73682 <![CDATA[Re: Ghetto Gunships?]]>
There is a command to check if a unit is loaded into a transport. Therefore it IS possible to do, for example, a universal 50% Damage nerf to all units firing from transports, and in a few lines of code no less.

Statistics: Posted by IceDreamer — 23 May 2014, 23:12


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2014-05-23T22:00:17+02:00 2014-05-23T22:00:17+02:00 /viewtopic.php?t=7460&p=73678#p73678 <![CDATA[Re: Ghetto Gunships?]]>
A Transport full of snipers might be fun. :-)

Statistics: Posted by Flipper — 23 May 2014, 22:00


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2014-05-23T20:25:45+02:00 2014-05-23T20:25:45+02:00 /viewtopic.php?t=7460&p=73670#p73670 <![CDATA[Re: Ghetto Gunships?]]>
I seem to remember this for some reason back when I poked around the LAB files.

Statistics: Posted by errorblankfield — 23 May 2014, 20:25


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2014-05-23T20:19:24+02:00 2014-05-23T20:19:24+02:00 /viewtopic.php?t=7460&p=73668#p73668 <![CDATA[Re: Ghetto Gunships?]]>
However, the condition here is dependent on what unit they hit, not on whether they're in a transport.

Statistics: Posted by Plasma_Wolf — 23 May 2014, 20:19


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2014-05-23T17:28:53+02:00 2014-05-23T17:28:53+02:00 /viewtopic.php?t=7460&p=73643#p73643 <![CDATA[Re: Ghetto Gunships?]]> Statistics: Posted by Lionhardt — 23 May 2014, 17:28


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2014-05-23T16:34:38+02:00 2014-05-23T16:34:38+02:00 /viewtopic.php?t=7460&p=73634#p73634 <![CDATA[Re: Ghetto Gunships?]]>
if any more units were to operate from a transport, could there be any code to significantly reduce there performance whilst loaded into a transport?

Statistics: Posted by FireMessiah — 23 May 2014, 16:34


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2014-05-23T16:22:28+02:00 2014-05-23T16:22:28+02:00 /viewtopic.php?t=7460&p=73631#p73631 <![CDATA[Re: Ghetto Gunships?]]>
If you want to make the continental completely useless and make any non Cybran t2 air lift incredibly overpowered, then that's what you have to do.

Statistics: Posted by Plasma_Wolf — 23 May 2014, 16:22


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2014-05-23T16:23:05+02:00 2014-05-23T16:14:11+02:00 /viewtopic.php?t=7460&p=73630#p73630 <![CDATA[Re: Ghetto Gunships?]]> bricks and t2 aa (and stealth ofc ><) firing from a transport sounds unbeatable :)

however i did think mobile shields should work in some way, to give other factions a sort of t2 equivalent to a shielded t3 continental.

Edit. I just had a nightmare of airborne loyalists defending cruiser missiles, and airborne sniperbots... wtf

Statistics: Posted by FireMessiah — 23 May 2014, 16:14


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2014-05-23T15:22:03+02:00 2014-05-23T15:22:03+02:00 /viewtopic.php?t=7460&p=73625#p73625 <![CDATA[Re: Ghetto Gunships?]]>
The only way to know is to test it of course.

And now we can! Here's the page of the person who made the mod. He also has some other fun stuff. http://supcom.theworldsofseiya.com/.
I thought I'd give it a try on making the mod myself and I had even found the piece of code that allows units to form a ghetto gunship:

Code:
Transport = {
        CanFireFromTransport = true,
    },


But I got stuck at finding out if I have to paste that in at every unit's blueprint, or if I could just make a general piece of code, to have this apply to every transportable unit.

Statistics: Posted by Plasma_Wolf — 23 May 2014, 15:22


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2014-05-23T15:12:42+02:00 2014-05-23T15:12:42+02:00 /viewtopic.php?t=7460&p=73623#p73623 <![CDATA[Re: Ghetto Gunships?]]>
prodromos wrote:
So, imagine a ghetto gunship carrying experimentals that can shoot. Why have a galactic colossus worth of power when you can carry the colossus itself?

Lol, imagine a fatboy going airborn?

Another idea are ghettos carrying units that can shoot other air units. That would be the end of air, since you could build the analogs of gunships and asfs but much much stronger.



When trolling better troll hard.


Actually that would be an interesting unit, a restorer like asf, slow but strong and puts out lots of dps.

Statistics: Posted by Aulex — 23 May 2014, 15:12


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2014-05-23T08:34:41+02:00 2014-05-23T08:34:41+02:00 /viewtopic.php?t=7460&p=73611#p73611 <![CDATA[Re: Ghetto Gunships?]]>
Lol, imagine a fatboy going airborn?

Another idea are ghettos carrying units that can shoot other air units. That would be the end of air, since you could build the analogs of gunships and asfs but much much stronger.



When trolling better troll hard.

Statistics: Posted by prodromos — 23 May 2014, 08:34


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2014-05-22T23:47:46+02:00 2014-05-22T23:47:46+02:00 /viewtopic.php?t=7460&p=73595#p73595 <![CDATA[Re: Ghetto Gunships?]]>

Statistics: Posted by IceDreamer — 22 May 2014, 23:47


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2014-05-22T19:37:41+02:00 2014-05-22T19:37:41+02:00 /viewtopic.php?t=7460&p=73581#p73581 <![CDATA[Re: Ghetto Gunships?]]> Statistics: Posted by Lionhardt — 22 May 2014, 19:37


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2014-05-22T19:09:37+02:00 2014-05-22T19:09:37+02:00 /viewtopic.php?t=7460&p=73580#p73580 <![CDATA[Re: Ghetto Gunships?]]> Statistics: Posted by IceDreamer — 22 May 2014, 19:09


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