I have been trying for a couple of hours now to make a flying planetary fotress, that can still lift off, and fly around like a normal CC, I have even tried making a CC and putting an ibiks cannon on it, and I am at wits end.....and while I would prefer it be able to land, I would be content with just a fraking cc that flies around and blows stuff up with its ibiks cannon, and I am actually planning to turn it into a terran mothership of sorts by attaching four battcruisers, one at each leg....but atm I can't even get it to fly.....
No matter what I did, it never worked right, I managed to get the PF to lift off, but when it did, it changed into a normal cc and lost its weapon, and when i made a cc with an ibiks cannon, even when i based it on a flying cc(ie. default state is flying) it had the graphic for the pf turret, but no actual weapon or attack...Need some help here.....
I would also like to know if there is a way to increase load capacity past 8......and I want it to build marines which I have figured out, but I would like to speed up the build time, and build more than 1 at once, as well as have them arrive by drop pod if possible....
Why not try just taking the normal PF, removing the footprints if necessary, setting it's height, and then change it's plane to Air or whatever it's called. It won't have the flames, but you can justify that the BC's are carrying it. You would also need to change the collision and maybe a couple other things.
Build times are in the Train ability's info+ field.
Cargo is in the unit itself. Would be a field called cargo size iirc.
Building more than one is done in a field called Queue Count in the Queue ability.
Not sure about drop pods, should be a tut about it on the site somewhere.
Cargo is in the unit itself. Would be a field called cargo size iirc.
Cargo capacity is in the Transport ability. For the CC it's called "Command Center - Load/Unload (Command Center)"
There are 3 fields you need to change, called:
Stats - Cargo Count Maximum
Stats - Cargo Size Maximum
Stats - Cargo Space Maximum
You'd need to change both Count and Space to whatever. (both are 5 by default for the CC) Space is how many squares the cargo bay has, and count is how many units it'll hold. So if Space was 10 but Count was only 6 you'd still only be able to hold 6 SCV's, and 4 squares would be unfilled. Size is how big the units are. The default for the CC is 1, but if you change it then you can put stuff like Vultures (size 2) siege tanks (4) or thors (6) in there.
Why not try just taking the normal PF, removing the footprints if necessary, setting it's height, and then change it's plane to Air or whatever it's called. It won't have the flames, but you can justify that the BC's are carrying it. You would also need to change the collision and maybe a couple other things.
Build times are in the Train ability's info+ field.
Cargo is in the unit itself. Would be a field called cargo size iirc.
Building more than one is done in a field called Queue Count in the Queue ability.
Not sure about drop pods, should be a tut about it on the site somewhere.
I did more or less try that, I set it at a height and gave it move speed, but I think I need to change more than just that, and am not sure what else would have to be changed, I'll try removing the footprint and changing plane and collision to air, though I don't think the last two are needed for flight from their description...
Also forgot to mention that when I try to dupe the PF actors, and then go to change the 4 models to PF there is no PF in the list, just PF death, attack and crap like that...
I gave the PF the Move ability, set Acceleration to 1000, set Collide to Flying, added the Move to his command card, checked Turnable in the unit flags, set Height to 3, set Lateral Acceleration to 46.0635 (got that number from marine), all Pathing Footprints are set to None, Plane Array is set to Air, Speed is set to 2.25.
After that, you will have to make some adjustments to the weapon if you want it to fire while moving or whatever. I hope you work it out.
SWEET, its working, have it flying around, and it can still attack after its moved, was also able to use the acceleration I wanted, just need to sort out the actors then I'll have the first step done, going to have to figure out how to attach the battcruisers to it next.
Really not sure what the deal is with not being able to set PF actor models to PF, but if I use a CC as the basis everything should still work out, more in a minute.
Alright, So I redid it, based the unit on command center, then duplicated the actors for PF, and set the models to CC, everything worked great, I have a flying PF now, even have the rockets, but the weapon isn't working and I can't figure out why, its not firing, or showing up:
on a side note I just realized I probably have to give it the attack ability, will try that.
Added attack ability and changed the AI to PF, still can't seem to attack, even though the weapon shows up now....
Alright figured out the weapons issue, happened from me changing "Air" to required which I thought would make the weapon capable of firing on air units....if anyone can chime in on how to make the weapon fire while moving and on air targets that would be great, did realize it might not be firing while moving because of the turret settings, going to check that and try again...
You're enquirey is similar to mine a few days ago, But my intention was an engineering bay. When I attempt it, i'll have to make sure the rockets are in the right place however (since an engineering bay has the booster at a different angle).
I have been trying for a couple of hours now to make a flying planetary fotress, that can still lift off, and fly around like a normal CC, I have even tried making a CC and putting an ibiks cannon on it, and I am at wits end.....and while I would prefer it be able to land, I would be content with just a fraking cc that flies around and blows stuff up with its ibiks cannon, and I am actually planning to turn it into a terran mothership of sorts by attaching four battcruisers, one at each leg....but atm I can't even get it to fly..... No matter what I did, it never worked right, I managed to get the PF to lift off, but when it did, it changed into a normal cc and lost its weapon, and when i made a cc with an ibiks cannon, even when i based it on a flying cc(ie. default state is flying) it had the graphic for the pf turret, but no actual weapon or attack...Need some help here.....
I would also like to know if there is a way to increase load capacity past 8......and I want it to build marines which I have figured out, but I would like to speed up the build time, and build more than 1 at once, as well as have them arrive by drop pod if possible....
Why not try just taking the normal PF, removing the footprints if necessary, setting it's height, and then change it's plane to Air or whatever it's called. It won't have the flames, but you can justify that the BC's are carrying it. You would also need to change the collision and maybe a couple other things.
Build times are in the Train ability's info+ field.
Cargo is in the unit itself. Would be a field called cargo size iirc.
Building more than one is done in a field called Queue Count in the Queue ability.
Not sure about drop pods, should be a tut about it on the site somewhere.
Cargo capacity is in the Transport ability. For the CC it's called "Command Center - Load/Unload (Command Center)"
There are 3 fields you need to change, called:
Stats - Cargo Count Maximum
Stats - Cargo Size Maximum
Stats - Cargo Space Maximum
You'd need to change both Count and Space to whatever. (both are 5 by default for the CC) Space is how many squares the cargo bay has, and count is how many units it'll hold. So if Space was 10 but Count was only 6 you'd still only be able to hold 6 SCV's, and 4 squares would be unfilled. Size is how big the units are. The default for the CC is 1, but if you change it then you can put stuff like Vultures (size 2) siege tanks (4) or thors (6) in there.
I did more or less try that, I set it at a height and gave it move speed, but I think I need to change more than just that, and am not sure what else would have to be changed, I'll try removing the footprint and changing plane and collision to air, though I don't think the last two are needed for flight from their description...
Also forgot to mention that when I try to dupe the PF actors, and then go to change the 4 models to PF there is no PF in the list, just PF death, attack and crap like that...
Just got the thing to move around.
I gave the PF the Move ability, set Acceleration to 1000, set Collide to Flying, added the Move to his command card, checked Turnable in the unit flags, set Height to 3, set Lateral Acceleration to 46.0635 (got that number from marine), all Pathing Footprints are set to None, Plane Array is set to Air, Speed is set to 2.25.
After that, you will have to make some adjustments to the weapon if you want it to fire while moving or whatever. I hope you work it out.
@Shawn91210: Go
SWEET, its working, have it flying around, and it can still attack after its moved, was also able to use the acceleration I wanted, just need to sort out the actors then I'll have the first step done, going to have to figure out how to attach the battcruisers to it next. Really not sure what the deal is with not being able to set PF actor models to PF, but if I use a CC as the basis everything should still work out, more in a minute.
@newbiecakes: Go
Alright, So I redid it, based the unit on command center, then duplicated the actors for PF, and set the models to CC, everything worked great, I have a flying PF now, even have the rockets, but the weapon isn't working and I can't figure out why, its not firing, or showing up: on a side note I just realized I probably have to give it the attack ability, will try that. Added attack ability and changed the AI to PF, still can't seem to attack, even though the weapon shows up now....
@newbiecakes: Go
Alright figured out the weapons issue, happened from me changing "Air" to required which I thought would make the weapon capable of firing on air units....if anyone can chime in on how to make the weapon fire while moving and on air targets that would be great, did realize it might not be firing while moving because of the turret settings, going to check that and try again...
@newbiecakes: Go
You're enquirey is similar to mine a few days ago, But my intention was an engineering bay. When I attempt it, i'll have to make sure the rockets are in the right place however (since an engineering bay has the booster at a different angle).
The ability to attack while moving is in the weapon. The field is Allowed Movement.