Author Topic: Spawning unit with craft  (Read 4472 times)

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Spawning unit with craft
« on: April 08, 2018, 01:57:21 pm »
An idea struck me: is it possible to spawn a unit with craft deployed, which is not in passengers list, but somewhere else, as we can spawn items.
Yes, you  think about turrets too, i can read your mind, ah-ha-ha!
I saw turrets in Piratez and the X-com files that must be loaded in craft on base, and it is not what i wont.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Spawning unit with craft
« Reply #1 on: April 08, 2018, 04:14:50 pm »
Turrets in X-Com Files? I guess I don't know it well. :)

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: Spawning unit with craft
« Reply #2 on: April 08, 2018, 05:03:50 pm »
Maybe I'm confusing something. Sorry, little fever makes me dumb. Was it "From the Apoclypse"?

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: Spawning unit with craft
« Reply #3 on: April 08, 2018, 09:37:34 pm »
Turrets in X-Com Files? I guess I don't know it well. :)

Those files are supposed to be secret right? ;)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Spawning unit with craft
« Reply #4 on: April 08, 2018, 09:42:50 pm »
Those files are supposed to be secret right? ;)

There are no turrets in X-Com Files. I repeat: there are no turrets in X-Com Files. Any information regarding the non-existent turrets in X-Com Files must be reported to the nearest Council Salvage office, or to any acting officer of your nearest Men in Black cell.

KZad Bhat

  • Guest
Re: Spawning unit with craft
« Reply #5 on: April 09, 2018, 06:52:44 am »
Are there actually turrets in Piratez? I know of the "robots" sitting outside the Watchtower and the Guild Warehouse that I figure are planned to be turrets. Is there something much further along I haven't seen?

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: Spawning unit with craft
« Reply #6 on: April 09, 2018, 07:28:44 am »
Yes, there you can build missile turret which you can load in a craft as tank. It can not move, but can shoot guided missiles.
P.s. Looks like no one know how to do this... Sad. :'(

Offline davide

  • Commander
  • *****
  • Posts: 565
    • View Profile
Re: Spawning unit with craft
« Reply #7 on: April 09, 2018, 08:11:12 am »
You ask for a a new feature: script event trigger to activate special deployment ... :o
It could be very important ...


Offline Vangrimar1

  • Colonel
  • ****
  • Posts: 143
    • View Profile
Re: Spawning unit with craft
« Reply #8 on: April 10, 2018, 12:16:36 pm »
In the fashion of the Warhammer 40K, an interesting idea: to place on the battlefield a support aircraft that fires at enemies. But as I understand, this is just a special type of terrain, which is used in a specific mission.
I had an idea with the call of soldiers on the battlefield. There is a mechanic of Kirsalid, who turns everyone into a zombie. You can try using an object with a similar property (for example, a sacrificial dagger that would turn him into a demon when killing an enemy). The summoned monster may belong to the civil faction, so that it disappears after the end of the battle. How do you like this idea?

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: Spawning unit with craft
« Reply #9 on: April 10, 2018, 12:29:42 pm »
First, zombie unit always hostile.
Second, to create zombie unit, you must kill some unit. And i want them to be on their places from the beginning of mission.