help with naval yard |
help with naval yard |
16 Aug 2009, 17:14
Post
#1
|
|
Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
In this mod I have, there is a navel yard, and I can build navel units, however there is opportunity for player abuse. you can build a navel yard on land and then mke battleships, on land, they are immobile but can still shoot.
my idea is to either make a navel unit instantly kill itself if it is built on land, or make the navel factory a tech building, and have it pre-placed on the map and it can be captured and have different build options, depending on your side. sort of like in BFMEII Im a noob modder so im not sure where to begin, I have gmax and all the softwear necessary to edit w3ds, and i have world builder. |
|
|
16 Aug 2009, 17:18
Post
#2
|
|
Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
The Shockwave navy will be accessible through a tech building if I remember correctly.
I'd say the Modding Support would be a better forum for this topic. I am pretty sure you can't make a unit die on spawn. -------------------- |
|
|
18 Aug 2009, 4:01
Post
#3
|
|
Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
The Shockwave navy will be accessible through a tech building if I remember correctly. I'd say the Modding Support would be a better forum for this topic. I am pretty sure you can't make a unit die on spawn. I didn't see a modding support forum, sry anyway, how would I make a building have different build options depending on your faction? |
|
|
6 Feb 2010, 21:14
Post
#4
|
|
Group: Members Posts: 2 Joined: 2 February 2010 Member No.: 739 |
|
|
|
6 Feb 2010, 22:07
Post
#5
|
|
Forum Green Group: Legend Posts: 1350 Joined: 4 June 2009 From: Netherlands Member No.: 17 Projects: SWR Productions |
The shockwave navy has not been released nor has any media concerning it (except for perhaps the chinese missile sub that appeared in the old shellmap)
Along with that due to priority on ROTR and the obvious engine limitations of Zero Hour, adding a Navy to Shockwave is more a matter of If than When. -------------------- |
|
|
7 Feb 2010, 18:18
Post
#6
|
|
Enlima Studios Group: Project Leader Posts: 757 Joined: 11 October 2009 From: Jakarta, Indonesia Member No.: 482 |
maybe these videos can give you some inspirations for an alternative method.
part 1 part 2 This post has been edited by n5p29: 7 Feb 2010, 18:19 -------------------- |
|
|
8 Feb 2010, 0:27
Post
#7
|
|
Group: Dev. Team Posts: 81 Joined: 7 June 2009 From: Brazil Member No.: 77 |
^^ Indeed
-------------------- |
|
|
Lo-Fi Version | Time is now: 25 April 2024 - 12:51 |