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VERY kool
 
Looking good :) Very excited to see VTOLs coming - how do they handle flying over variable terrain? Is it just set at the highest point so it doesn't have to worry?

For the blades - a solid disk with a faded pattern across it may work as well. Something like :

I image instead of making quarters, dividing the circle into 3rds or 5ths could be used to create an effect closer to 3 or 5 blades.

(Edit: Added a clip that might better illustrate what I mean :p )
 
Justin Kase, you have asked about terrain interaction for VTOL
there is close to release demo:

Helicopter unaffected by terrain design masks (no cover from forest etc)
Helicopter unaffected by terrain in fire
Helicopter unaffected by landmines
Helicopter normal pathing limitations (eg can move through any terrain (water, mountains, buildings). Map boundaries only exception)
Helicopter not cause filmsy objects collision interactions (eg no car destruction in urban biomes etc)
Helicopter not occupied cell (eg other units can pass through terrain under it)
Targeting positions corrected lights position and rotation corrected (lights rotated to ground)
AoE position also corrected, flying height counted while AoE damage calculations (eg if AoE radius less than flying height - no AoE damage )
Helicopter model kindly provided by Colobos
 
Very cool - this is incredible work!

Is the height value variable during the movement? Might it be possible to look at obstacle height and current VTOL height and have it change the height variable based on the delta?

For example, if it is travelling at flight level "6" and flies over a "3" building, the pathing adjusts the flight level to a "3" (6-3) as it passes over the hex with the building.

Alternatively, using the LRM style pathing - so it does sort of an arc from point A to point B avoiding the intervening terrain.
 
What happens when you destroy building mech jumped on? Same happen with helo

You might be able to add in an 'upgrade' to reduce the DFA damage (I believe fall damage is generated by DFA rules).

So, the Kangaroo has :

"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "DFASelfDamage",
"operation" : "Float_Subtract",
"modValue" : "30.0",
"modType" : "System.Single",
"additionalRules" : "NotSet",
"targetCollection" : "NotSet",
"targetWeaponCategory" : "NotSet",
"targetWeaponType" : "NotSet",
"targetAmmoCategory" : "NotSet",
"targetWeaponSubType" : "DFA"
},

Could either set the modValue to be higher (though I wonder if too high a negative would wind up 'healing' the VTOL) orif "Float_Multiply" is available, change the modValue to "0" so you multiply by 0 to blank it out.
 
These should have been in Urban Warfare. I loved Battletech when it first came out but now HBS has not taken Battletech to its fullest and I hope PDX gets somebody else to make the next one or just does it themself. So disapointed in HBS. Great job tho keep modders like you pick up where devs fail THANKS!
 
Amechwarrior, Justin Case, sorry i was wrong - i forgot, vehicles can't receive DFA damage cause they can't jump. So correct answer - nothing happend except helicopter fly height change.