Seite 6 von 11
Verfasst: 19.06.2007, 09:47
von viriato
Hi what about the idea that supporttrucks "create" camo nets?
Verfasst: 19.06.2007, 09:57
von viriato
I mean not to place certain objects in the map before playing.or would they be possible to repair certain buildings.bunkers for example.
Verfasst: 19.06.2007, 10:37
von -Barbarossa-
Well, then I suggest u to play Resource War.
Not possible with SS2.
Verfasst: 19.06.2007, 11:54
von batus
Hi. I made a couple of experimental trees as dom. I've already sent one to Tijn. I need to ask you guys the same thing I asked him so that I could get started:
1. Should the trees in dom.res be slightly different than the trees in the tree.res (I could change the colour slightly so that we can tell them apart)?
2. How many occupants should there be? I was thinking two or three as a maximum.
Verfasst: 19.06.2007, 13:06
von -Barbarossa-
I would say no real difference in the appearance. Maybe very little - like a slight color difference....but not really nessesary. You can find these special trees anyway by clicking in the woods.
In my opinion 2 soldiers is enough.
Verfasst: 19.06.2007, 13:30
von Matttheoz
-Barbarossa- hat geschrieben:In my opinion 2 soldiers is enough.
Yo...don't want it getting too crowded up there
Good stuff Batus. Should make life interesting...
Verfasst: 19.06.2007, 13:32
von Suka
I dont think u can hide easely on some trees and especially in winter?!?
Verfasst: 19.06.2007, 13:44
von -Barbarossa-
Sure, thats why it should be only bigger trees which invite u to climb on them.
And maybe there we have the visual difference...."watch out for bigger trees!!"
Verfasst: 19.06.2007, 15:06
von viriato
There is a "megalodon tree" (well i call it that way hehehe)in the object tree goup, massive in size.Also maybe add a descrete little ladder or something to deferinciate it from normal otherwise I see players bombing burning bulldozing entire forests just to get rid of the naggy sniper and contributing to virtual climatic change an map desertization

Verfasst: 19.06.2007, 15:17
von viriato
by the way the trenches in the rwm look really naff Could something be done about them?
Verfasst: 19.06.2007, 15:52
von viriato
tree and trench
Verfasst: 19.06.2007, 16:42
von Matttheoz
On a related topic...Barbi I have a question...
The foxholes...in 6.6 the AI units in SP used to occupy foxholes. If a foxhole was empty an officer would jump in and then some men would follow. I think the foxholes must have had the properties of a Kübelwagen/jeep somehow (AFAIK AI only occupies Kübelwagens - no other vehicles). Would it maybe be possible to restore that function? I am currently scripting but in 6.7 the AI just stand around foxholes without jumping in
Cheers,
Matt
Verfasst: 19.06.2007, 16:47
von viriato
may allmighty god forgive for what i have done .I show you the hh2 trenches.i am in mortal sin

Verfasst: 19.06.2007, 17:28
von LT albrecht
I hate to say this... but I think I like them! May my God have mercy upon my immoral soul... (mis-spelling deliberate)
Add them as buildings maybe? at the moment trenches are units and only have two states: alive or dead. If you added them as buildings you could give them a shedload of health and o.k. protection values so the occupants die and leave the trench there for occupying later with some cool looking battle scars, they would appear on the screen though...
Steal them now!!!!!

Verfasst: 19.06.2007, 18:06
von batus
Well here it is. They will have just a slightly different coulour, two occupants and they will all be slightly larger deciduous trees with thick canopies. I will only make five or six of them.
