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Tym's Crazy Tank Crew Mod
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Topic: Tym's Crazy Tank Crew Mod (Read 19889 times)
0 Members and 6 Guests are viewing this topic.
LeoPhone
Honoured Member
Posts: 0
Re: Tym's Tank Crew Mod
«
Reply #20 on:
June 03, 2011, 08:46:44 pm »
you can't change tank rotation with a modifier can you?
Logged
EscforrealityTLS
EIR Veteran
Posts: 593
Re: Tym's Tank Crew Mod
«
Reply #21 on:
June 03, 2011, 10:28:51 pm »
The NIS animations can't be used, I'm not 100% sure why but it is related to the models being used for the animation consisting of one massive set of bones all inter connected. They can not be copied and pasted as desired, so they must be built from the ground up. We looked (technically for all kinds of things and not bailing specifically), but if any one is willing to go through all the animations in NIS to see if a smaller, more useful set of bones can be found you should pass on the info, it would be much appreciated.
Really though the bailing animation isn't that big of an issue.
Quote from: LeoPhone on June 03, 2011, 08:46:44 pm
you can't change tank rotation with a modifier can you?
I'm not sure about that, but we have the requirements for weapon, vertical and horizontal movement of the turret etc. tied to an entity being present in the hold_ext. Forcing an entity to accept only one specific crew type is a pain in the ass and involves modding a large portion of them, including houses etc.
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Pwanawan baby!
Tymathee
Donator
Posts: 9741
Re: Tym's Tank Crew Mod
«
Reply #22 on:
June 04, 2011, 12:22:09 am »
Quote from: LeoPhone on June 03, 2011, 08:46:44 pm
you can't change tank rotation with a modifier can you?
you should be able to right? dont see why you couldn't...
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
LeoPhone
Honoured Member
Posts: 0
Re: Tym's Tank Crew Mod
«
Reply #23 on:
June 04, 2011, 06:50:51 am »
Quote from: Tymathee on June 04, 2011, 12:22:09 am
you should be able to right? dont see why you couldn't...
because there is no modifier to edit it.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Tym's Tank Crew Mod
«
Reply #24 on:
June 04, 2011, 06:51:28 am »
Just do what xcalibur and BKmod did, give tanks the option to garrison the specific crews. Instead of using commanders as a seperate entity, give them their own full crew that's more expensive then a standard crew. Then pile in all of the negative modifiers due to inexperience on top of that according to vet level.
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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Tym's Tank Crew Mod
«
Reply #25 on:
June 06, 2011, 08:05:36 am »
So how's this coming?
If I could do a tank crew mod, this is how I would do it:
Each tank would come garrisoned with one squad that acts as the crew. The tank and crew share veterancy between each other.
You have the option to unload the crew from the tank. If you do so, the tank becomes inactive fully. The crew pops out and you can retreat them off map.
If the tank dies on field, there is very little chance the crew can pop out and survive.
To keep people from abandoning their tank whenever they want to save vet (avoiding the retreat offmap with the actual tank) the crew will have a certain amount of pop cap tied to it, as well as the tank.
If you retreat the crew and leave the tank, the tank still drains pop. A sherman for example, the tank would be worth 8 pop and the crew, 4 pop, equaling 12 pop total.
Once the tank is abandoned, it will have the option to be demolitioned by any friendly squad that can get to it. (much like the commando support weapon demolition ability) Thus destroying the tank and removing the pop drain.
If the crew makes it back to the launcher, it can be resupplied with a new tank at the vet level and experience level of the crew inside.
I think that would make for a good simple tank crew mod start.
«
Last Edit: June 06, 2011, 08:18:16 am by Groundfire
»
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Scotzmen
EIR Veteran
Posts: 2035
Re: Tym's Tank Crew Mod
«
Reply #26 on:
June 06, 2011, 08:37:55 am »
The difficult part would be the Tank requirements to have a crew loaded into it. Then somehow after they ejected, make the tank unable to be garrisoned or re crewed. It may not be able to be done code wise. But my best bet is with Scar coding.
Unless you can somehow make a vehicle like a support weapon i suppose?
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RikiRude
Donator
Posts: 4376
Re: Tym's Tank Crew Mod
«
Reply #27 on:
June 06, 2011, 10:22:19 am »
Quote from: Groundfire on June 06, 2011, 08:05:36 am
So how's this coming?
If I could do a tank crew mod, this is how I would do it:
Each tank would come garrisoned with one squad that acts as the crew. The tank and crew share veterancy between each other.
You have the option to unload the crew from the tank. If you do so, the tank becomes inactive fully. The crew pops out and you can retreat them off map.
If the tank dies on field, there is very little chance the crew can pop out and survive.
To keep people from abandoning their tank whenever they want to save vet (avoiding the retreat offmap with the actual tank) the crew will have a certain amount of pop cap tied to it, as well as the tank.
If you retreat the crew and leave the tank, the tank still drains pop. A sherman for example, the tank would be worth 8 pop and the crew, 4 pop, equaling 12 pop total.
Once the tank is abandoned, it will have the option to be demolitioned by any friendly squad that can get to it. (much like the commando support weapon demolition ability) Thus destroying the tank and removing the pop drain.
If the crew makes it back to the launcher, it can be resupplied with a new tank at the vet level and experience level of the crew inside.
I think that would make for a good simple tank crew mod start.
That would be VERY cool! As an enemy player you could choose to destroy the tank carcass for XP, or leave it there to take up pop. You would want a way so when the crew leaves it isn't auto targeted.
Also didn't vehicles and tanks have self destruct buttons on them in old EIR?
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
Tymathee
Donator
Posts: 9741
Re: Tym's Tank Crew Mod
«
Reply #28 on:
June 06, 2011, 10:50:33 am »
i've only started the ground work. i haven't worked on it this weekend cuz i had my son over. Today i have work for the family paper i want to get to. hopefully i start work on it tonight.
this is generally how i do things. I put everything down on paper, get ideas of how to do it then when i feel set i get to work, generally makes for less work time
Logged
Mister Schmidt
Lawmaker
Posts: 5006
Re: Tym's Tank Crew Mod
«
Reply #29 on:
June 06, 2011, 10:51:00 am »
Quote from: Scotzmen on June 06, 2011, 08:37:55 am
Unless you can somehow make a vehicle like a support weapon i suppose?
You can, but the other way around. You must make the support weapon into a tank. Or you replace the tank with a halftrack and change the model. Neither are the easiest things in the world to do.
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Quote from: xez0 on August 29, 2014, 10:57:01 am
and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
Quote from: Smokaz on November 22, 2011, 09:01:38 am
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
NightRain
EIR Veteran
Posts: 3908
Re: Tym's Tank Crew Mod
«
Reply #30 on:
June 06, 2011, 12:32:29 pm »
Ground all in all the Crew itself destroyed the tank by self-destruct i.e throwing a nade inside the tank. Only tank crew that were completely annhiliated or went completely scared would abandon the tank. Except in German army should they leave a functionating tank for the enemy the crew would be courtmarshalled therefore everyone who is able will often destroy the tank.
Salan thought the tank effect this way. Each member in the squad had a tiny aura of 1 that gives bonus to the vehicle. Should 1 of the members die that specific bonus would disappear.
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Tym's Tank Crew Mod
«
Reply #31 on:
June 06, 2011, 04:02:13 pm »
so how is this going?
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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Tym's Tank Crew Mod
«
Reply #32 on:
June 06, 2011, 04:04:44 pm »
cool story bro'
Logged
DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Tymathee
Donator
Posts: 9741
Re: Tym's Tank Crew Mod
«
Reply #33 on:
June 07, 2011, 01:01:23 pm »
on hold for the moment unfortunately.
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Tym's Tank Crew Mod
«
Reply #34 on:
June 07, 2011, 01:05:10 pm »
Well i will be looking forward in seeing your progress.
Logged
Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
gj icelandic i am proud of u
Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Tym's Tank Crew Mod
«
Reply #35 on:
June 07, 2011, 01:16:06 pm »
Quote from: Tymathee on June 07, 2011, 01:01:23 pm
on hold for the moment unfortunately.
ur only 4 days into the project lol
Logged
Tymathee
Donator
Posts: 9741
Re: Tym's Tank Crew Mod
«
Reply #36 on:
June 07, 2011, 01:17:36 pm »
well other things have come up. would rather help out than do my own thing.
Just saying i'm stopping working on it for the time being. I ddidnt do anything yesterday either but i was still actively "working" on issues and problems, now i'm just going to quit thinking about it until i'm done with other things
Logged
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Tym's Tank Crew Mod
«
Reply #37 on:
June 07, 2011, 01:19:27 pm »
just dont let this thread be more fail than this 1:
http://forums.europeinruins.com/index.php?topic=18208.0
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Tym's Tank Crew Mod
«
Reply #38 on:
June 07, 2011, 01:21:36 pm »
The topic or board you are looking for appears to be either missing or off limits to you.
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EliteGren
EIR Veteran
Posts: 6106
Re: Tym's Tank Crew Mod
«
Reply #39 on:
June 07, 2011, 01:22:24 pm »
That's why it's so fail
Logged
Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
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