Units: Air layer and flight height.

Discussion in 'Mod Discussions' started by squishypon3, June 3, 2014.

  1. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Hello, I'm trying to figure out if there's a way to change how high a unit hovers/flies, is it fixed to the air layer or is it possible to edit it? I'm attempting to make a unit hover just a bit above the ground but there is no variable... I might try looking at the differences between air and orbital (though that's a whole other layer and is probably treated as such.) At the very worst I may need to figure out a way to create a whole new layer a "hover" layer...

    Edit: Actually I don't believe I can add layers without the source code for the engine, correct? I'm not sure... All I know is I hope to be able to find some way to edit unit's flight heights. :p
    Last edited: June 3, 2014
  2. bgolus

    bgolus Uber Alumni

    Messages:
    1,481
    Likes Received:
    2,299
    To make a unit fly just above the ground we would make a ground unit that animates as if it's hovering. Fly height and orbital height are indeed fixed layer heights.
  3. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Ah, would the hitbox follow through with the hover? Also, it's a shame I can't play around with the animations yet.

    That is unless of course you release the exporter/importers.... Pretty please?...
  4. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    what bgolus said, last patch air flew underground, they said it was because of a other change and the silly attachments between so many things and the air layer somehow.

    might should be a hook for that. Where you could add or subtract height on a layer that a unit sits on.

    he is also right that with bones or empty space below the model, you can make it hover by actually driving on the ground with the appearance of empty space, and then giving it signature air vehicle movement traits.
  5. exterminans

    exterminans Post Master General

    Messages:
    1,881
    Likes Received:
    986
    But I don't think the hitbox could be shifted. So units are going to aim at it as if it were a ground unit (and hit).

    EDIT: It's also going to affect pathing in the layer the collision box is in.
  6. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    well, if its a hovertank its a hovertank. If its a high hover tank, it should probably just be technically an air unit. Either way, you can actually dictate whether air or ground can target it or not, can't you?

    I am still confused what this is trying to end up as.
  7. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Look at the aurora tanks in Supcom, there you go. :p

    I'm attempting to make a unit hover just a bit above the ground, enough to be visually seen as such. (Atm it just sort of slides across the floor with some odd behavior.) I wanted to try and make it an air unit, and lover it's flight height, so that I could keep the pretty bank turning and such air units have without needing to go into animating them.
  8. nofear1299

    nofear1299 Active Member

    Messages:
    294
    Likes Received:
    147
    Why don't you just make your unit with "invisible" legs/tracks?
  9. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    oh. The bank turning prob won't happen. Just make it land, then give it the ability to strafe. It won't look too bad lacking banking. As suggested abode, give it invisible lower area.
  10. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Because the .papa exporter is still very iffy; I'm using the ant's model as a placeholder for now even.
  11. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    I could use the gunship as reference for strafing, but I'm still not entirely sure how I'll get the unit to hover just slightly above the ground, without using animations, and without being able to model a unit to have nothing below it. (As I don't own 3ds max...)

    Edit: Oh and it'd pose the problem (if I just made the unit higher up) of not being able to edit the hit box, at least of my knowledge.
  12. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    That sounds reasonable looks wise. Don't think a normal hover tank needs another hitbox, I'd expect them to hover like in 50cm height or something.
    However: Can you make the unit be able to walk on water and may lava?
  13. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    I'm not sure, what I really want is the aesthetic of the hover tank strafing, but can't figure out how exactly. (It may only be through animation.)

Share This Page