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-   -   Elevating infantry units (http://forum.shrapnelgames.com/showthread.php?t=27677)

RubberNeck February 17th, 2006 03:49 PM

Re: Elevating infantry units
 
Thanks, Pyros. That does give the added LOS range but it also removes the 'ground floor' from the building. A unit close-assaulting another unit in the street would be exposed to suppressing fire from all around the countryside.

So the question remains, is it possible to implement a helicopter-like elevation mechanism for infantry?

Dean

Pyros February 17th, 2006 06:32 PM

Re: Elevating infantry units
 
1 Attachment(s)
Hi,

RubberNeck just look at this tactical suggestion (picture below). I think that this way you may be partially happy. http://forum.shrapnelgames.com/images/smilies/wink.gif

cheers,
Pyros

http://www.shrapnelcommunity.com/thr...on-example.JPG

RubberNeck February 17th, 2006 07:04 PM

Re: Elevating infantry units
 
Pyros,

That is certainly an acceptable work-around. I've been toying with a WW2 campaign for the Canadians in Ortona which uses a lot of infantry in close quarters. I'll keep working...

Pyros February 17th, 2006 07:30 PM

Re: Elevating infantry units
 
I am glad I helped you a little (and good luck with your campaign designing)!

Btw, the above is not as simple as it looks (no-one has answered the quiz question yet about the designing technique for achieving such results).

The "shift *" is good for map elements, like for example a forest hex, but it can't be used with buildings.

For buildings you need to improvise a little more!

So... can anyone think of this special technique? http://forum.shrapnelgames.com/image...es/biggrin.gif

cheers,
Pyros

Nox February 18th, 2006 05:52 AM

Re: Elevating infantry units
 
Quote:

Pyros said:
Btw, the above is not as simple as it looks (no-one has answered the quiz question yet about the designing technique for achieving such results).

The "shift *" is good for map elements, like for example a forest hex, but it can't be used with buildings.

For buildings you need to improvise a little more!

So... can anyone think of this special technique? http://forum.shrapnelgames.com/image...es/biggrin.gif
cheers,
Pyros

Spit it out already! http://forum.shrapnelgames.com/images/smilies/rant.gif

hoplitis February 18th, 2006 03:56 PM

Re: Elevating infantry units
 
I think that Pyros is putting his buildings on "invisible hills". To understand the term read:
http://www.shrapnelcommunity.com/thr...o=&fpart=1
Pyros I've been doing my homework !!!

Pepper February 18th, 2006 10:31 PM

Re: Elevating infantry units
 
Whenever I try to use that funciton, weird things happen.

Pyros February 19th, 2006 06:19 AM

Re: Elevating infantry units
 
Gentlemen,

The trick is to first build your special building in the desired location.
Then you select a hill of 1,2,3,...,15 level and you click (in order to create that hill) in the center of the special building.
As a result of the above you will have created a tall special building.

Additionally you may fix any un-desired slope around the building with the "shift *" (this could create problems with the height of the build so you must experiment).

There is also another special technique for giving to buildings extra features but this is a different chapter!

cheers,
Pyros

Cameronius February 20th, 2006 10:06 AM

Re: Elevating infantry units
 
Rubberneck, I would love to play test this Ortona campaign that you are building! Is it going to be for winSPWW2, or are you building it in the old DOS version? [img]/threads/images/Graemlins/Flag_Canada.gif[/img]

Cameronius February 20th, 2006 10:09 AM

Re: Elevating infantry units
 
Rubberneck,
I would love to play test this Ortona campaign that you are building. Is it for winSPWW2 or DOSSPWW2? [img]/threads/images/Graemlins/Flag_Canada.gif[/img]


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