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 Building Tools 
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Joined: Wed Nov 26, 2008 5:38 pm
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Location: Prague
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Post Building Tools
Alright this is me and my crazy idea again.
How about making tools to build bunker modules?
1. They would be dropped by a dropship
2. They would be shooted from somekind of tool
Reason I was thinking about that is that I like to play with my bro on big maps.
And I hate building the base before the start of the game.
So it would be like some RTS.
I know that CC wasnt created to be somekind of RTS but building a base isnt uselless.


Fri Dec 19, 2008 11:40 am
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Joined: Tue Nov 11, 2008 8:26 am
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Location: Near Aloha
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Post Re: Building Tools
Droppable bunkers have been done before, although the one I have seen (from Kloveska) is pretty small. I don't think there's anything stopping anyone from making something bigger though, and it would be hilarious to see a small fort dropping out of the sky on top of some enemies. The only issue is that you wouldn't be able to define materials for it like you would with a real bunker piece. (right?)


Fri Dec 19, 2008 11:51 am
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happy carebear mom
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Post Re: Building Tools
undertech wrote:
The only issue is that you wouldn't be able to define materials for it like you would with a real bunker piece. (right?)

Hmm. Well, I dunno if it would work, but maybe attachables could do the trick. But yeah, if that doesn't work then you'd have to make single material modules.

Small fort? No. CASTLE. Drop something the size of the Tantus on them :twisted:


Fri Dec 19, 2008 1:23 pm
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Post Re: Building Tools
Alright thanks for reply. Now could anyone do it that you could drop every single bunker module?


Fri Dec 19, 2008 2:25 pm
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Joined: Tue Oct 14, 2008 11:07 pm
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Post Re: Building Tools
Slow down there, my friend. There are problems with this plan.

First off, any rocket that dies on the ground becomes junk terrain like gibs. I'm sure you've dealt with enough of that to tell that it isn't good cover. Trying to drop a bunker piece by piece will encounter its own issues as well, since the pieces could move or rotate or whatever. Try building a fort out of lego by dropping the bricks from three feet in the air and you'll see what this could lead to.

You can make bigger premade fortresses to avoid the second problem, but you still have to deal with the fact that somebody could break down your walls with a pistol.


Fri Dec 19, 2008 5:51 pm
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Joined: Fri May 30, 2008 9:38 pm
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Post Re: Building Tools
I support this greatly
I have always wanted a deployable base/outpost for my troops to rest up and heal themselves without being exposed to live fire, Nah mean. Wait I can use something like this as a shield from drop ship and rocket, door, engines, etc. Nah mean


Fri Dec 19, 2008 6:50 pm
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happy carebear mom
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Post Re: Building Tools
Comment wrote:
You can make bigger premade fortresses to avoid the second problem, but you still have to deal with the fact that somebody could break down your walls with a pistol.

You can change the material of the bunker to be something strong and not junk terrain. Try blowing up a MARS and digging the remains. It retains the material of the original, so you can only dig it with something that can hurt the MARS in the first place.


Fri Dec 19, 2008 7:38 pm
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Post Re: Building Tools
I was under the impression that any dead actors or whatever would settle as junk terrain. If there's some trick that negates that, then I guess there's no really big problems. Unless the other guy flips over your fort while it's on its way down, but that would be part of the fun.


Fri Dec 19, 2008 9:09 pm
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happy carebear mom
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Post Re: Building Tools
Comment wrote:
I was under the impression that any dead actors or whatever would settle as junk terrain.

You can set it in materials, with these
Code:
   TransformsInto = 0
   SettleMaterial = 0
   IsScrap = 0

Oh, and I'm taking a stab at it, for the lulz.

EDIT: nvm, about the not gibbing thing. All changing the materials does is make it harder to gib, not prevent it from gibbing 12 pixels above like normal.
Another interesting thing I found out, terrain gibs are clipped to a rectangle.
Observe: pic
EDITEDIT: Oh yeah, if you want to play with it, what I whipped up.
Attachment:
HangarDropper.rte.rar


Sat Dec 20, 2008 12:26 am
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Joined: Mon Apr 28, 2008 1:35 am
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Post Re: Building Tools
I'm pretty sure there is a lua function to return to the building phase, even after you started the game...
I think I did it once.

I don't think that a big base can be brought to the battlefield practically without using the build phase. A deployable fox hole or embrasure or pillbox would be pretty tight though...


Sat Dec 20, 2008 8:52 am
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Joined: Fri Mar 16, 2007 1:28 pm
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Post Re: Building Tools
Yup, you are thinking about this:

Code:
ActivityMan:GetActivity().ActivityState = Activity.EDITING


Moves you to bunker building mode.


Sat Dec 20, 2008 12:53 pm
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Post Re: Building Tools
Alright that solves my problem returning to editing mode is just fine.
Because I can edit while having a battle paused and do not have to restart.
Edit: Hups so I tested it and nice BUT! theres a problem. When I do ready thing after placing my things. I cant re-enter the editing mode again


Sat Dec 20, 2008 1:09 pm
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