Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Drivable Vehicles
Re: Drivable Vehicles[message #332634] Thu, 15 May 2014 09:14 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
Flugente
Because you touch yourself down there.



Down on the map (Frankonia in the south) or what does this sentence mean?
Re: Drivable Vehicles[message #332641] Thu, 15 May 2014 11:14 Go to previous messageGo to next message
Max_for_Hire

 
Messages:33
Registered:March 2009
JA2 is truly the only game one will ever need. It just keeps growing with all kind of awesomeness.
Re: Drivable Vehicles[message #332644] Thu, 15 May 2014 12:20 Go to previous messageGo to next message
Hinka

 
Messages:20
Registered:January 2008
Location: Manchester, England
15 years after release
And people are still making this game better and better

Thanks so much to every single modder
I do t use them all
But every modder puts time and effort in to the game
Which makes it so much better

Vehicles is just amazing and I will be trying it ASAP
Wish I could skive of work right now
Massive a tanks to anv for this

But also to all the other modders too (ham, inv, 1.13 .... Too many to mention)
Thanks again to you all
Re: Drivable Vehicles[message #332649] Thu, 15 May 2014 12:38 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
Oh I think he would like to have some massive (rebel) tanks in game

btw there is an >>edit<< button without time limit :type:
Re: Drivable Vehicles[message #332685] Fri, 16 May 2014 13:22 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
Update #3

Externalised Vehicle Seats

Every seat in given vehicle can be customised to serve special function. Specified in Vehicles.xml:

	0		
	Seat		
	0				
	0			
	0			
	0			
	0	
	0	
	0	
	0		
Examples of seats specified for Ice Cream Truck:
Driver - merc sitting here is a driver, it has to be taken or vehicle won't move.
Riding Shotgun - sits next to driver, only passenger with good view on the right side of the van.
Serving Hatch #1 & Serving Hatch #2 - their view is limited to the left side of the van (since serving window is on the left).
Cargo #1 & Cargo #2 - mercs don't see anything and can't shoot, but are also invisible from outside.
Cargo #3-#6 - same as above, but will only be used if you manually increase SeatingCapacities (some people change it to fit entire squad in vehicle.)

I also specified seats for Hummer, Eldorado and Jeep (decreased seating capacity of Jeep to 4, it's like 1/2 size of Hummer...)

Selecting, Changing and Swapping Seats

You can select specific seat that you want your merc to take by clicking on vehicle ctrl+RMB (as opposed to normal ctrl+LMB to get in). https://farm8.staticflickr.com/7414/14197498865_befd2a6ba2_o.png
You can check what seat your merc sits on by hovering over his portrait - seat's name is displayed above traits. Each seat is also linked to position on team panel.https://farm3.staticflickr.com/2932/14194216971_a0ee283442_o.png
You can also change seat while in vehicle (ctrl+RMB on vehicle again) or using ctrl+left/right arrow (20 APs in combat, less than to exit and enter again). Swapping is also possible, but APs are deducted from both mercs.

Don't worry if you don't care much for micromanagement. You can still use ctrl+LMB as before, and merc will take first empty seat by himself. Possibility > neccessity.

Compartments

You cannot switch between seats that aren't in the same compartment (OK, you can, but not in combat). For example, you can hide your merc in trunk of Eldorado, but if you want him to shoot, he'll need to get out first - he won't magically teleport to the back seat - and then he'll need APs to get back in vehicle if you plan quick getaway. It of course greatly decreases effectiveness of using trunks in hit & run scenarios.

Noise

Vehicles now make a proper amount of noise - 15 on slow drive, 25 on fast drive.

Physical Structures

Fixed and created new JSD structure files - now vehicles have proper, different (eldorado != truck) shapes, and are no longer fully transparent. Position of merc in vehicle is important and influences his range of view (as per seat). For example ice cream van has window on only one side and if you want to maximize its effectiveness in drive-bys you have to A) have enemies on correct side of it B) place mercs on correct side of vehicle. Just like in video posted by Taro (no shooters on the roof though). You can also hide behind parked car.https://farm6.staticflickr.com/5192/14195000412_c388af432b_o.png
Ice Cream Van, now and before, courtesy of JSDEditor_v1.2.1. Note that "before" version was shared by all cars. Note it also looked like roadkilled frog.

Operation "Trojan Popsicle"
New features in practice (warning, massive amount of pics):
Toggle Spoiler

Download

Patch files

Log
Toggle Spoiler

Screwing around, I reenabled AI tanks movement for a test. Animation looked silly as predicted, and I'd also need to look into AI, as at the moment their actions were a bit silly too. Out of four two decided to not move anyway, and two others used "drive right into merc's face and shoot him with machinegun at point blank" tactic - while it was surprisingly efficient against the player, it wasn't very realistic. But some dabble, and moving (massive) tanks are probably almost certainly a possibility. Jeeps should be more easier.
By the way, shouldn't food stored in Ice Cream Truck be safe from spoiling? Very Happy


Re: Drivable Vehicles[message #332688] Fri, 16 May 2014 15:54 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
anv

Screwing around, I reenabled AI tanks movement for a test.


I love you.
Re: Drivable Vehicles[message #332707] Sat, 17 May 2014 02:40 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
Haha, I think Hamous is this friendly character from "Spawn" in disguise:

http://images.comiccollectorlive.com/covers/9da/9da1f4d7-bc89-4bd5-a2a7-cf41171f0cbc.jpg
Re: Drivable Vehicles[message #332732] Sat, 17 May 2014 17:56 Go to previous messageGo to next message
Azure_Repeater

 
Messages:151
Registered:March 2014
Location: Philippines
We're going to be able to operate the tank cannon eventually, huh? Perhaps we need something like this?
http://www.heapsoffun.com/pictures/20110624/funny_military_tank_1004.jpg

Very Happy Very Happy Very Happy

[Updated on: Sat, 17 May 2014 17:57] by Moderator

Re: Drivable Vehicles[message #332733] Sat, 17 May 2014 18:16 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Each time I see that thing, someone has added another pair of barrels.


Re: Drivable Vehicles[message #332790] Sun, 18 May 2014 18:17 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
anv: The update #3 is very cool. I just merged and committed.

I don't know if it is a bug or intended, but I can't leave the sector in tactical when the vehicle is placed on the edge of the map and I want to go to the next sector. It shows the disabled "move icon" and when I click it tells me "[MERC NAME] is too far away."

EDIT: Of course leaving the sector inside the vehicle in tactical should only be possible, if the vehicle is allowed to drive in the adjacency sector. For example, the ice cream truck is only allowed to drive on sectors that have roads defined in strategy, so it should be the same sectors in tactical.

[Updated on: Sun, 18 May 2014 18:52] by Moderator



Re: Drivable Vehicles[message #332892] Tue, 20 May 2014 18:15 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
It's not Apr 1 today, is it?

Maybe passenger using personal weapons from inside vehicle should be treated as firing from a rest for CTH calculation?

[Updated on: Tue, 20 May 2014 18:29] by Moderator

Re: Drivable Vehicles[message #332900] Tue, 20 May 2014 19:23 Go to previous messageGo to next message
Julix

 
Messages:92
Registered:June 2010
Location: Germany

Every now and then I get an urge to play JA2, and I come to the forums to check out what happened since, and every time everything's different... but not normally THIS different! Pretty awesome timing. You modders are the kings of re-playability. Thanks a bunch!

Slightly off topic but it's been a long time since a stable release, when's the next one due? And if we get all the bugs out of this feature (I'll help if I run into any), do you think it might become part of that?

Lots of love,

Julix
Re: Drivable Vehicles[message #332901] Tue, 20 May 2014 19:29 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Soon-ish and no.


Re: Drivable Vehicles[message #333126] Mon, 26 May 2014 07:50 Go to previous messageGo to next message
Xavager
Messages:2
Registered:May 2014
Ran into a bug while testing my basebuild for a high compatibility setup with WF607 maps and either IoV, AFS or AIMNAS:

GDIR 2033 - all working fine, just hunting NADAs and the usual minor nuisances depending on item mod.

go to 2047 - poof, jeep gone from A10

check changelog, new seating, new anims and a note about transparency fixed

Go Iguana, ctrl - e, there it is ... but not usable.

Fire up notepad++, compare xmls. No differences except seats.

So... structured approach as usual, replace the changed parts from 2047 with 2033 (read vehicle.xml), reload save before entering A10, same issue.

Remove folder vehicles in data/anims, repeat. Same

Remove new .jsds in struct, repeat. There it is. Drivable

Add in new 2047 vehicles.xml, repeat process. Still works, ctrl-lmb entering works. Ctrl-rmb crashes game.

Add back data/vehicles (the .stis) - still works, still crashes on ctrl-rmb

Add back the new .jsds (sometimes deleting and copying again works works wonders) - nope, invisible unclickable car again, even with iguana ctrl-e still not clickable.

My conclusion: Either a filepath bork or some internal conflict I could not isolate so far.

As of now i left the JSDs out and enter the car by ctrl-lmb, have to test it in combat if it crashes like this.

Anybody else encountered this problem so far?

On a sidenote, this is my first post after some days of lurking and getting back to game modding and JA2. I

[Updated on: Mon, 26 May 2014 07:56] by Moderator

Re: Drivable Vehicles[message #333151] Mon, 26 May 2014 18:06 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
@Xavager: You updated your gamedir, but didn't update your .exe. To make use of externalised seats and new JSDs in gamedir 2038 you'll need .exe built on at least 7212 revision of source (though fresher is better, as always).

To elaborate: original JSDs for vehicle were transparent, and vehicles were visible for player and enemies as long as anyone of their team had middle grid of vehicle in sight. JSDs in 2038 aren't transparent anymore (which is why you don't see vehicles on 7205), and I changed visibility check in source to make vehicle visible if any part of vehicle is visible (since middle grid is now obscured by the rest of vehicle structure). It also means enemies will notice your vehicle and possibly attack it even if just part of it is sticking out of cover - previously you could hide behind tree or something and as long as a very middle of vehicle is obscured, you're invisible to enemies. I think something like that was also possible in Half-Life 2 where you could hide by holding a brick in front of your face Very Happy I left tanks out of it since I didn't change their structure and it would make life easier for player if he was able to notice tank by seeing any part of it (but after they can move in tactical I'll probably add this as an option too, they're already hilariously overpowered).


Re: Drivable Vehicles[message #333161] Tue, 27 May 2014 00:53 Go to previous messageGo to next message
Xavager
Messages:2
Registered:May 2014
Thanks for the reply anv, out of all things possible the simplest solution did not come to mind, a new exe. Just went -doh- could have thought to check that myself. The more you (should) know...

Going to check that out a.s.a.p, thanks again.

Re: Drivable Vehicles[message #333218] Wed, 28 May 2014 01:15 Go to previous messageGo to next message
Shanga

 
Messages:3538
Registered:January 2000
Location: Danubia
Speaking of vehicles, recently I've purchased in a bundle Tank Operations. The damn thing crashes like nuts, but look what I've found in the game folders:

http://www.ja-galaxy-forum.com/board/gallery/80/full/429.png
http://www.ja-galaxy-forum.com/board/gallery/80/full/430.png
http://www.ja-galaxy-forum.com/board/gallery/80/full/431.png
http://www.ja-galaxy-forum.com/board/gallery/80/full/432.png

So if you want to test more vehicles, you got a set (there a more in the game, but these should be enough for a test). Size might be a bit too smaller than JA2, not sure.

[Updated on: Wed, 28 May 2014 01:16] by Moderator



Re: Drivable Vehicles[message #333219] Wed, 28 May 2014 01:19 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Here is some more vehicle goodness. Beep beep!
Lots of good stuff over there, not just that thread.

Re: Drivable Vehicles[message #333222] Wed, 28 May 2014 02:07 Go to previous messageGo to next message
Azure_Repeater

 
Messages:151
Registered:March 2014
Location: Philippines
Shanga
Speaking of vehicles, recently I've purchased in a bundle Tank Operations. The damn thing crashes like nuts, but look what I've found in the game folders:

http://www.ja-galaxy-forum.com/board/gallery/80/full/429.png
http://www.ja-galaxy-forum.com/board/gallery/80/full/430.png
http://www.ja-galaxy-forum.com/board/gallery/80/full/431.png
http://www.ja-galaxy-forum.com/board/gallery/80/full/432.png

So if you want to test more vehicles, you got a set (there a more in the game, but these should be enough for a test). Size might be a bit too smaller than JA2, not sure.

Hehe. WWII vehicles ^^
Re: Drivable Vehicles[message #333308] Fri, 30 May 2014 03:23 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
TO vehicles are even in similar graphic style. Except tank, but vanilla tank just needs those extra directions.

And Fallout never fails. I remember how disappointed I was when discovered Highwayman in 2 can only drive on map. In Tactics my character was driving around while shooting one-handed with giant revolver... but Tactics wasn't the same, and its vehicles lacked style :< But those fan made certainly don't!

Finished JA2STI Editor could come in handy.


Re: Drivable Vehicles[message #333340] Fri, 30 May 2014 16:25 Go to previous messageGo to next message
Shanga

 
Messages:3538
Registered:January 2000
Location: Danubia
Yep, i tested Tox's intermediate builds and he's into something very nice. Hope he'll be ready with something public soon.


Re: Drivable Vehicles[message #333604] Tue, 10 June 2014 16:47 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
Update #5

Moving Tanks
http://www.andrzejfalkowski.pl/gallery/turbotank.png
Tactical Gameplay Settings > ENEMY_TANKS_CAN_MOVE

Note it's off by default, due to:
1) immersion breaking silly animation (at least at the moment). OK, it's not really that bad. If you see tank it usually sees you, and if it sees you it's too busy killing you, so moving happens mostly out of your sight anyway.
2) let's face it, you're pretty much dead with it on. Normal tactics: stepping out of cover, firing LAW, hiding before turn ends? They tried it, didn't work out so well (OK, I cheated here by using version of map with fortifications around tanks removed and orders set to seeking):
http://www.andrzejfalkowski.pl/gallery/tanks_surrounded.png
Wait! Violence is not an answer! Let's talk this through!

Tank AI isn't perfect, but it's not much more imbecilic than other enemies. To fully utilise the feature you'd need mappers to set orders for tanks other than stationary, specify patrol points and put them in the open - on vanilla maps they're frequently blocked with fortifications - cause, you know, they couldn't move before.

Tanks Can Blow Obstacles Up
Tactical Gameplay Settings > ENEMY_TANKS_BLOW_OBSTACLES_UP

Normally enemies don't use launchers unless there's high enough chance that its missile will reach the target without hitting anything on the way. It makes sense, since most soldier have very limited ammo, and wouldn't want to waste their only shot. But tanks have unlimited ammo... There's something between me and the target? Well, boo-hoo, I'm a tank! Let's blow this shit up!

Tanks Don't Spare Shells
Tactical Gameplay Settings > ENEMY_TANKS_DONT_SPARE_SHELLS

By default enemies won't throw grenades and use launchers until they know they can hit at least two opponents at once - or are wounded bad enough. It's partly to ensure they won't waste it and partly an artefact from JA1/DG (OK, maybe that's just me, but if I had a grenade I wouldn't save it UNTIL I GET SHOT).
Point is, once again, tanks have unlimited ammo (or even playing by real world rules, enough to blow up every merc twice). It also prevents such absurd tactics like soloing tanks in order to avoid cannon fire.

Tanks - Any Part Visible
Tactical Gameplay Settings > ENEMY_TANKS_ANY_PART_VISIBLE

If TRUE, you will notice enemy tank as soon as you see any part of its structure, not only the middle grid. That actually makes fighting tanks slightly easier.

Army Uses Tanks in Patrols

If there's one thing intro taught us, it's that Deidranna has no qualms over sending bunch of tanks all the way up to Omerta to slaughter civilians - but in normal gameplay only tanks you meet sit camping around Meduna. At the game start there are 30 enemy groups patrolling Arulco, consisting mostly of army soldiers. If Strategic Gameplay Settings > ARMY_USES_TANKS_IN_PATROLS is set to TRUE, some of them will be randomly reinforced with tank. Amount of tankified patrols depends on difficulty level - from ~10% on Novice to ~40% on INSANE. Now you have real reason to avoid patrols...

Army Uses Tanks in Attacks

Drassen Counterattack is clearly underpowered (said no one ever), so with Strategic Gameplay Settings > ARMY_USES_TANKS_IN_ATTACKS set to TRUE, one soldier per attacking group will be randomly replaced with tank. Chance depends on difficulty level. Same applies to other cities taken and scripted offensives if you play with AGGRESSIVE_STRATEGIC_AI.

Both above options are off by default - because with it on you're so dead that it's not even funny. 80 soldiers during Drassen counter-attack? That's cute. How about 76 soldiers and 4 tanks?

You can use both Army Uses Tanks options even with ENEMY_TANKS_CAN_MOVE_IN_TACTICAL off, but that means attacking tanks will spawn at the edge of sector and won't move - which would be counterproductive.

Resting Guns In Vehicles

Done. I considered another tag for externalised seats, but I can't think of any place in vehicle you could shoot from without resting gun on something.

Resting Guns On Vehicles

It's more of a fix really, but now you can rest your gun on dashboard of any vehicle - they won't mind. Now we just need squad cars and spikes strips, and Higginses can feel at home again (Turtle prefers donut shops).

Creepiest moment during testing tanks:
After entire squad except Ivan got obliterated (together with entire building) in a single turn, and Ivan himself got hit in the face by a 90mm shell and was lying knocked out but conscious on the ground (somehow he was ALWAYS the last one to die), one of tanks exclaimed "I want candy." - which was instantly followed by "Do you want to surrender?" prompt. My brain exploded.

Download
Files + patch

Log
Toggle Spoiler


Re: Drivable Vehicles[message #333605] Tue, 10 June 2014 16:56 Go to previous messageGo to next message
sevenfm

 
Messages:1387
Registered:December 2012
Location: Under the Mountain
Will the tank become angry and loose morale if someone is resting his gun on him while shooting? =) http://i.imgur.com/6o40wgP.png

EDIT: using rocket launchers and grenades to pass through obstacles, sandbags and concertina makes sense to regular soldiers, too.
EDIT2: Is it possible for Ivan to capture tank? =)
EDIT3: M60 Patton as PNGs
EDIT4: finally, some use for HEAP rocket rifles

[Updated on: Tue, 10 June 2014 22:35] by Moderator



Re: Drivable Vehicles[message #333606] Tue, 10 June 2014 18:04 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Sevenfm
EDIT: using rocket launchers and grenades to pass through obstacles, sandbags and concertina1 makes sense to regular soldiers, too.
True, they should be a lot more liberal with explosives, especially to counter the player's ability to build strongpoints of his choice now rather than use 'mapper tweaked' ones that might not be optimal.


Re: Drivable Vehicles[message #333607] Tue, 10 June 2014 19:13 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Tank you very much.

Re: Drivable Vehicles[message #333611] Tue, 10 June 2014 22:09 Go to previous messageGo to next message
Nasenbaer

 
Messages:36
Registered:July 2013
Location: Germany
I totally agree with Slax... (!)
This is what i was waiting for, since i saw the intro my first time.
Re: Drivable Vehicles[message #333612] Tue, 10 June 2014 22:59 Go to previous messageGo to next message
cowhide

 
Messages:30
Registered:October 2013
Hell yeah!! :wrysmiley: For balance I'd suggest some of these:


http://i.imgur.com/fey7ryZ.jpg
Re: Drivable Vehicles[message #333613] Tue, 10 June 2014 22:59 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
This is amazing :scary: :king:

Have you been able to solve the turret-problem? As in, can a tank move with its turret not looking into the direction it is moving in?

Not sure wether you've already done that, but having the tanks destroy scenery by moving over it is probably not difficult to accomplish, apart from finding the correct code location. Could even be used to flatten people Very Happy


Re: Drivable Vehicles[message #333617] Wed, 11 June 2014 00:09 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
Not-really-vehicles Update

Added two options to patch in my previous post (modify same lines, so can't easily separate):

Tactical Gameplay Settings > ENEMIES_DONT_SPARE_LAUNCHABLES
Any enemies won't wait for getting hit to use launchables even against single enemies.

Tactical Gameplay Settings > ENEMIES_BLOW_OBSTACLES_UP
Any enemies with rocket launchers won't care about chance to get through.

@Sevenfm:
EDIT2: Not unless we start putting enemy soldiers in tanks as a crew, then figure out a way to kill the crew without destroying tank, be it by piercing armor in selected tank structure segments or by incorporating climbing on tanks, opening hatch and throwing grenades down, which would require climbing on any mobile structure other than roofs. That being said climbing on vehicles would be pretty cool.
http://www.andrzejfalkowski.pl/gallery/climbingvehicles.png
Hamous and his cone of vision.

And maybe not that hard to make. Now just to make merc on roof move together with vehicle and fall down when driving too fast. And stop mercs from climbing on each other O_o

@Flugente:
No :< I rigged changing bodytype (TANK_NW <-> TANK_NE) depending on movement direction, and it kinda worked, but I need at least two more, (optimally 6) animation sets for extra bodytypes. I can just cut turret from all frames in original NW, paste it on rotated tank base and make full animation sequence from that.
http://www.andrzejfalkowski.pl/gallery/tank_horiz.png
More elegant solution would be to use just tank base for bodytype, and display turret's on it independently like in Sevenfm's EDIT3 Patton, but haven't even look into coding that yet. Blocking visual rotation (changing current frame in sti) when moving to keep turret looking at sides should be very easy however.

Road kills are next on to do list, I guess for tanks it can double as scenery kill.


Re: Drivable Vehicles[message #333640] Wed, 11 June 2014 19:08 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
maybe we should add some additional tags for bullets or weapons

0=anti-personnel
1=anti-material
2=anti-tank

btw i loved ENEMIES_BLOW_OBSTACLES_UP. If I understand correctly then i can't hide in the toilets during DCA.
Re: Drivable Vehicles[message #333645] Wed, 11 June 2014 22:43 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Gambigobilla
maybe we should add some additional tags for bullets or weapons

0=anti-personnel
1=anti-material
2=anti-tank

btw i loved ENEMIES_BLOW_OBSTACLES_UP. If I understand correctly then i can't hide in the toilets during DCA.
Those tags already exist Smile
I don't think this will work in the situation you mentioned - in that case, the AI does not technically know where the player is inside unless one of it's soldiers see the player (at that point it could use spotting though). It would also need to plan how to destroy the walls (destroying a wall with just grenades can be done by dropping some near it and then igniting it with another one, but teach that to the AI...).


Re: Drivable Vehicles[message #333730] Mon, 16 June 2014 08:54 Go to previous messageGo to next message
Hyperlord

 
Messages:16
Registered:May 2014
Hey Guys,

just a thought: Wouldn't it be nice, if the AI could use Tanks in the counter attacks of cities like Alma, Grumm, Cambria, Balime? Depending on progress or something ... it would fit the game's intro movie so well Smile

Re: Drivable Vehicles[message #333731] Mon, 16 June 2014 09:01 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Just a thought: Wouldn't it be nice if people at least read the dev posts in a thread before they request features to be added?


Re: Drivable Vehicles[message #333733] Mon, 16 June 2014 10:35 Go to previous messageGo to next message
Hyperlord

 
Messages:16
Registered:May 2014
DepressivesBrot
Just a thought: Wouldn't it be nice if people at least read the dev posts in a thread before they request features to be added?


Yeah sorry about that
Re: Drivable Vehicles[message #333778] Wed, 18 June 2014 21:17 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
Thanks anv, patch "update #5" and the "Not-really-vehicles" Update have been committed to the development trunk.


Re: Drivable Vehicles[message #333829] Sat, 21 June 2014 04:07 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
Update #6
Road Kills

http://andrzejfalkowski.pl/gallery/duel.png
"I'd like to report a truck driver who's been endangering my life!"

Ramming People

When controlling vehicle, press shift key, and plotted path will ignore people and specific structures on its way.
Shift still doubles up as "show plotted path" in real-time, so you'll know exact course of destruction.
And if some unlucky chap happens to be on the route, this will happen:
http://andrzejfalkowski.pl/gallery/roadkill.png
Putting "car" back in "carnage".

Amount of damage dealt to victim depends on vehicle speed and victim stance (will he be hit and fly, or just ran over).

Crepitus and robot(s) are roadkill-proof because they lack animation of collapsing... ehrm, because they are too large and would stop a vehicle, of course. So vehicles will go around them.

Can be switched on/off with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE.

Ramming Environment

Same as with people, with shift pressed structures on the route will get destroyed, leaving some garbage behind, but vehicle will get slightly damaged too.

You can control which structures can be driven through and which cannot by setting Tactical Gameplay Settings > CARS_RAMMING_MAX_STRUCTURE_ARMOUR and Tactical Gameplay Settings > TANKS_RAMMING_MAX_STRUCTURE_ARMOUR.

Quick reference, structure.cpp:
Toggle Spoiler

For example default value I set for cars is 30 - you can ram through furniture, small random junk and even wooden huts in Chitzena, but you'll be stopped by trees, sandbags, rocks and brick walls.
http://andrzejfalkowski.pl/gallery/roadkill2.png
Putting "ram" back in "rampage".

For tanks I set 70 - reinforced concrete, heavy metal and rocks are safe, everything else can and will be destroyed.
Set any value to 0 to disable it completely.

Amount of damage cars take when ramming structure also depends on material armour (harder the obstacle, more damage it causes, though up to 10 armour damage is nil). Tanks don't take damage from breaking stuff.

Enemy tanks by default are in ramming mode, but will try to avoid driving over their own troops. On the other hand, they won't specifically target your mercs - any tank will still prefer to blow you up, but if you happen to be on its route, you're screwed (or maybe rather flattened).

Oh, and letting tanks to drive over sandbags nullifies problem of blocked moving tanks on vanilla maps.

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Re: Drivable Vehicles[message #333833] Sat, 21 June 2014 09:04 Go to previous messageGo to next message
Madok
Messages:5
Registered:May 2014
Thank you for good work,this game is so awesome with drivable vehicles:)
I also need help,how to aply these patches?I dont know what to do with "PATCH" files.
Re: Drivable Vehicles[message #333834] Sat, 21 June 2014 10:10 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
If you don't know what a patch is, just ignore them and wait for the next public build. It's a somewhat more involved procedure.


Re: Drivable Vehicles[message #333839] Sat, 21 June 2014 13:05 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
@anv: cool update #6.
I just committed.


Re: Drivable Vehicles[message #333869] Mon, 23 June 2014 22:16 Go to previous messageGo to previous message
sevenfm

 
Messages:1387
Registered:December 2012
Location: Under the Mountain
More tank (apc) STI's, from Green Eyes
vehicles STI


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