I meant like you somehow managed to create a new hintnode, which I guess is basically what you said you have done, in a matter of speaking, with scripting.
Maybe if a certain flyer enters a certain region, it get set to being landed. The only thing would be to get a certain flyer to move into a certain region.
Space Mon Calamari
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- StarkillerMarek
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Re: Space Mon Calamari
I think he wants us to figure it out ourselves and expirement.StarkillerMarek wrote:I meant like you somehow managed to create a new hintnode, which I guess is basically what you said you have done, in a matter of speaking, with scripting.
Maybe if a certain flyer enters a certain region, it get set to being landed. The only thing would be to get a certain flyer to move into a certain region.
- StarkillerMarek
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Re: Space Mon Calamari
I wasn't asking if it was right. I was just stating how I would think to go about doing it.
Anyway, the map looks great, as I'm sure the mod will be to.
Anyway, the map looks great, as I'm sure the mod will be to.
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Re: Space Mon Calamari
I don't care whether you experiment or not - the only thing I don't do is post whole code, lock, stock, and barrel. As far as outlining the concept, I've done that with pretty much any new thing I've made.Darth_Squoobus wrote:I think he wants us to figure it out ourselves and expirement.
And I don't mind telling you that you're on the right track, and more importantly you're thinking the right way (in terms of approach to the problem).StarkillerMarek wrote:I was just stating how I would think to go about doing it.
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Re: Space Mon Calamari
Fred's board lists "Carrier" as a valid flyer classlabel, though it appears to be broken (like much else
). THe docs say this about the "Land" hintnode:
However it was done, it's done very well.

Also,...and LAND targets Carriers for landing a deploying troops.
Maybe Mav found a way to fix it via lua coding?Teancum wrote:Pysch0fred said that the Carrier was used to drop off vehicles in Star Wars: The Clone Wars, and that the code to use it correctly is broken in both SWBF1 and SWBF2. It's one of the things he tried to fix via odf parameters for a long time.
However it was done, it's done very well.
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Re: Space Mon Calamari



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Re: Space Mon Calamari
cool 
semi-off topic
regions. it wouldnt work that well for open maps but for mutilevel building maps it could work
(if it would work at all) it would proply use lua scripting

semi-off topic
i thought that mabe you could make the ai follow diferent barirers in diferentNext thing you know the AI will recognize height.
regions. it wouldnt work that well for open maps but for mutilevel building maps it could work
(if it would work at all) it would proply use lua scripting
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Re: Space Mon Calamari
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