Gaming Update #31 | Completed: Nod S.A.M. Site
Posted 20 January 2009 - 08:34 PM
If there is one certainty in modern warfare, it is this: a military force that fails to control the airspace above their area of operations will face swift death from above. The aircraft of today are loaded with tons of highly-accurate ordinance, weapons which can reduce a mass of tanks to less than scrap metal in a matter of minutes. GDI’s Air Force has been a major threat to the Brotherhood since the First Tiberium War began, forcing Nod’s surface forces to go underground…literally.
Thus, we have Nod’s insidious S.A.M. launchers. Buried deep within the earth—sheltered by steel and concrete—these sky-watching assassins lie in wait. Relying on a network of hidden radar installations, they emerge from their dens only when the time is right—when their prey has no chance of escape. After the loss of several air convoys to these stealthy killers, GDI has been almost cripplingly hesitant to send in its air power, allowing Nod ground forces the much-needed leeway to push into the Western nations. From there, it is a simple measure to scatter even more S.A.M. sites about the land like seeds in the wind…
The S.A.M. Site was modeled by TD’s resident architect, Ric, and given a beautiful splash of color by Soviet Deso. The “Orca’s Bane” will be putting its missiles to good use quite soon.
Posted 21 January 2009 - 12:43 PM
Posted 22 January 2009 - 02:35 AM
OK, so you actually have two separate objects: SAM above ground, SAM below ground, and you create an animation to switch between the two. Something like that.
Posted 22 January 2009 - 01:19 PM
Switching objects is very glitched in TW. A simple transition state is all there is to getting the animation to work.
Posted 22 January 2009 - 01:42 PM
An example would be the Tiberium chasms in TW. If you try to code a simple model replacement, like putting a blossom tree in place of a chasm, you will notice a bunch of transparent tiles surrounding the base of the tree ingame, because the WB map had defined them that way, pre-code.
Posted 23 January 2009 - 12:04 AM
This post has been edited by Herr_Koos: 23 January 2009 - 12:05 AM