An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.
Posts | ||
---|---|---|
Urban Car Interactions? | Locked | |
Thread Options | ||
Feb 15 2011 Anchor | ||
Would it be possible to create urban environments for ra3, preferably ones with ongoing traffic, (mostly people evacuating the area)? This could allow different units from different factions to have interactions with civilian units, mostly cars. I.E Spies could sneakily get into cars and use them as a transport (just for themselves), while being able to bribe cars and use them to make the enemy think you have spies in them. |
||
|
Feb 15 2011 Anchor | |
I believe this is possible, as MidEast Crisis 2 did this in their mod. I'm not sure how the RA3 WB functions, or how different it is from the C&C 3 one however. I'm not sure about the unit interactions though. -- Quick its 2am! Do you know where your base is? |
||
|
Feb 15 2011 Anchor | |
Cars in ra3 are props which is the main problem so they would have to model them and code there own cars. --
|
||
|
Feb 15 2011 Anchor | |
Props are gameobjects, and gameobjects can have models, they ARE the units and structures of the game, props are just gameobjects that don't have any unit coding, so they just sit there and do nothing. We'd probably make custom cars anyways though. Edited by: R3ven |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.