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#41 ApOcOlYpS

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Posted 13 March 2012 - 07:07 PM

So here: Under the WeaponSet for Infa_ChinaInfantryTankHunter lists the following:

Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher
Weapon = SECONDARY StingerMissileWeaponAir
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRFRACT

If I'm reading that right, the last line there means that the secondary weapon (SECONDARY) prefers to target ballistic missiles and aircraft. This doesn't prevent the primary weapon from shooting them necessarily, but it means that if such a target (aircraft, ballistic missile) exists, the secondary weapon will be used if it's available (which it is). So you can do something similar with the skynet code. I haven't looked at it specifically, but I have a feeling it's still a weapon (works like a designator, creates a generals power target at target). As long as that is one of the weapons (primary, secondary, tertiary, not sure how many are allowed), but the anti-projectile weapon that the sdi uses to counter bombs, missiles etc is set as PreferredAgainst those targets, the SDI cannon should only use that weapon against them, and not try to moab bombs that are falling in your base.

I kind of stumbled over that last sentence, so let me know if it doesn't make sense.

Also note I haven't messed with skynet at all, so I'm not sure how its firing behavior works

Edited by ApOcOlYpS, 13 March 2012 - 07:07 PM.


#42 Tomeister

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Posted 14 March 2012 - 07:43 AM

Thanks, that's great- perfect sense.;) although, does that mean i remove the skynet behaviour in engineering perimeters and just add the weapon?


Do you know of a tutorial which tells me how to make a unit place minefields?
You've been a great help!



URGENT- PLEASE HELP! When Playing around with stuff, I made starting the game crash. However, noting comes up on the world builder debugger. How can I track the error?

Edited by Tomeister, 14 March 2012 - 07:45 AM.


#43 ApOcOlYpS

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Posted 14 March 2012 - 12:18 PM

Generally the easiest way to deal with such error is to go back to a previous version of your remix file and make the changes again a few at a time, and find out which change causes a crash.

#44 Tomeister

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Posted 15 March 2012 - 07:45 AM

Thanks, sorted it. But I've hit another barrier. I want to make the SDI a mobile building, so I give it a locomotor 'mobilebuilding' but the game crashes as soon as the SDI is built. I don't know why.
Thanks.;)

Edited by Tomeister, 15 March 2012 - 08:53 PM.


#45 Tomeister

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Posted 17 March 2012 - 07:21 PM

Hi, I'm back again. I really want to make the SDI teleport able, is it possible? Could I do it like the Isis tank?
Thanks.

#46 Rosco9487

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Posted 18 March 2012 - 03:50 AM

Hi, I'm back again. I really want to make the SDI teleport able, is it possible? Could I do it like the Isis tank?
Thanks.


Two steps to do this:

1- Convert the SDI Cannon into a unit
2- Copy the Teleport code from the Isis tank to the SDI Cannon

#47 Tomeister

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Posted 18 March 2012 - 07:32 AM

I know how to copy the teleport code over, but how could I convert it to a unit?
Would it also work to spawn a new one and destroy the old one?

Oh, and I've got a command set for a unit, but none of the buttons appear.

Edited by Tomeister, 18 March 2012 - 12:36 PM.


#48 Rosco9487

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Posted 18 March 2012 - 02:28 PM

Would it also work to spawn a new one and destroy the old one?


Yes that would be one way. Off the top of my head I'm not sure if you will run into problems doing that or not but it would not be the approach I would recommend (Too many potential problems).

An alternative option would be to have the dozer build the structure. Once built, the structure dies and spawns the unit. Using ReplaceObjectUpgrade should work for this.

Another option would be to have the dozer just build the unit, Macro Robot's super heavy mech is an example of this.

I know how to copy the teleport code over, but how could I convert it to a unit?


The deployable artillery units should give you a starting point, look at how they work in the deloyed state. Just remember that all it has to do is look the same and act in more or less the same manner as the structure.

#49 Tomeister

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Posted 18 March 2012 - 03:49 PM

That's great thanks. So I could just add the Leonidas mech locomotor to the SDI? Would I need to add legs?

Edited by Tomeister, 18 March 2012 - 03:52 PM.


#50 Rosco9487

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Posted 18 March 2012 - 04:29 PM

That's great thanks. So I could just add the Leonidas mech locomotor to the SDI? Would I need to add legs?


You still need to make the cannon a unit. You can add the locomotor if you want it to move, the legs are not required. If you want the cannon to remain as a stationary defense look at the deployed state of some of the heavy artillery units (Don't add the Leonidas locomotor)

#51 Tomeister

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Posted 18 March 2012 - 05:40 PM

So to make it a unit I copy the nuke cannon code to it?

#52 Rosco9487

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Posted 18 March 2012 - 06:57 PM

My reference to the deployed artillery may have created some confusion. A structure is immobile, this is what you need to change. I was refering to it as a unit because a unit is movable and a structure is not. All you really need to do is modify the sdi cannon so that a locomotor will work, since the teleport is locomotor based. If you want it to act as a structure, your initial locomotor will be one that can't move (this would be the rider 1 position).

Everything you need to change is under "Engineering Parameters".

#53 Tomeister

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Posted 18 March 2012 - 07:59 PM

Thanks. So in short, to make it a moveable building, I change kindofs by removing immobile, and add a locomotor.;)

What were a few of the problems about spawning a new unit for teleportation?

Edited by Tomeister, 19 March 2012 - 08:16 AM.


#54 Tomeister

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Posted 19 March 2012 - 07:55 PM

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE POWERED EMP_HARDENED

Body = ActiveBody ModuleTag_02
MaxHealth = 16000
InitialHealth = 16000
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 60
TurretPitchRate = 60
MinPhysicalPitch = -40
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY TERTIARY SECONDARY
MinIdleScanInterval = 550 ; in milliseconds
MaxIdleScanInterval = 960 ; in milliseconds
MinIdleScanAngle = -30 ; in degrees off the natural turret angle
MaxIdleScanAngle = 30 ; in degrees off the natural turret angle
FiresWhileTurning = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL ChinaNukeCannonLocomotor_Deployed
Locomotor = SET_NORMAL_UPGRADED LeoLocomotor

Behavior = LocomotorSetUpgrade ModuleTag_LocoUp1
TriggeredBy = Upgrade_AmericaAdvancedControlRods
End
Behavior = GrantUpgradeCreate ModuleTag_LocoUp2
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
ExemptStatus = UNDER_CONSTRUCTION
End


Behavior = LockWeaponCreate ModuleTag_21
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End


Behavior = DestroyDie ModuleTag_09
End



Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_LargeStructureDebris
End

Behavior = CreateObjectDie ModuleTag_17
CreationList = SupW_OCL_AmericanRangerDebris10
ExemptStatus = UNDER_CONSTRUCTION
End

Behavior = FXListDie ModuleTag_18
DeathFX = FX_StructureMediumDeath
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser1
WeaponTemplate = LaserPlanePointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 300
ScanRange = 200.0
PredictTargetVelocityFactor = 3.0
End

Behavior = PointDefenseLaserUpdate ModuleTag_Laser2
WeaponTemplate = LaserPlanePointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 300
ScanRange = 200.0
PredictTargetVelocityFactor = 3.0
End

Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = TransitionDamageFX ModuleTag_20
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End

Behavior = FireWeaponUpdate ModuleTag_MainOCLSpawner
Weapon = SkyNetSupportWeapon_OCLSpawner
End

Behavior = RebuildHoleExposeDie ModuleTag_Rebuild
HoleName = SupW_AmericaSDI_Hole
HoleMaxHealth = 5000.0
End

Behavior = StealthUpdate ModuleTag_Stealth
StealthDelay = 2500
StealthForbiddenConditions = ATTACKING
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End

Behavior = GrantUpgradeCreate ModuleTag_FixSpyBehave
UpgradeToGrant = Upgrade_AmericaMOAB
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = GrantUpgradeCreate ModuleTag_RodsUp
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FireWeaponWhenDamagedBehavior ModuleTag_Reactions1
StartsActive = No
TriggeredBy = Upgrade_AmericaAdvancedControlRods
;ContinuousWeaponPristine = SkyNetSupportWeapon_OCLSpawner
;ContinuousWeaponDamaged = SkyNetSupportWeapon_OCLSpawner
ContinuousWeaponReallyDamaged = ShieldGeneratorWeapon ;AllStop
;ContinuousWeaponRubble = [entry from Weapon.INI]
End

Behavior = FireWeaponWhenDamagedBehavior ModuleTag_Reactions2
StartsActive = No
TriggeredBy = Upgrade_AmericaAdvancedControlRods
;ContinuousWeaponPristine =
ContinuousWeaponDamaged = SkyNetSelfRepairWeapon
ContinuousWeaponReallyDamaged = SkyNetSelfRepairWeapon
;ContinuousWeaponRubble = [entry from Weapon.INI]
End

Behavior = PointDefenseLaserUpdate ModuleTag_InfantryKill
WeaponTemplate = Drone_LauncherWeapon_MachineGunDrone
PrimaryTargetTypes = INFANTRY
ScanRate = 500
ScanRange = 400.0
PredictTargetVelocityFactor = 1.0
End

Behavior = PointDefenseLaserUpdate ModuleTag_TankKill
WeaponTemplate = Drone_LauncherWeapon_HellfireDrone
PrimaryTargetTypes = VEHICLE
ScanRate = 500
ScanRange = 400.0
PredictTargetVelocityFactor = 1.0
End

Behavior = PointDefenseLaserUpdate ModuleTag_AircraftKill
WeaponTemplate = Drone_LauncherWeapon_StingerDrone
PrimaryTargetTypes = AIRCRAFT
ScanRate = 500
ScanRange = 400.0
PredictTargetVelocityFactor = 1.0
End

Behavior = MaxHealthUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 500.0
ChangeType = PRESERVE_RATIO
End
Behavior = ArmorUpgrade ModuleTag_Armor02
TriggeredBy = Upgrade_AmericaParticleArmor
End

Behavior = ProductionUpdate ModuleTag_Production
End

Behavior = ObjectCreationUpgrade ModuleTag_Drone01
UpgradeObject = Cybr_OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaStingerDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone02
UpgradeObject = Cybr_OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaStingerDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone03
UpgradeObject = Cybr_OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaStingerDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone04
UpgradeObject = Cybr_OCL_AmericanPointDefenceDrone
TriggeredBy = Upgrade_AmericaPointDefenseDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaStingerDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone05
UpgradeObject = Cybr_OCL_AmericanStingerDrone
TriggeredBy = Upgrade_AmericaStingerDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaBattleDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone06
UpgradeObject = Cybr_OCL_AmericanSuicideDrone
TriggeredBy = Upgrade_AmericaSuicideDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaBattleDrone Upgrade_AmericaStingerDrone
End


Geometry = BOX
GeometryMajorRadius = 60.0
GeometryMinorRadius = 60.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End




This is my code in engineering permiters at the moment. It starts and when I build it, it just doesnt move from the spot! what am I doing wrong? I've tried doin it with just a basic locomotor without the upgrades, but it doesn't work.:(

Edited by Tomeister, 19 March 2012 - 08:18 PM.


#55 Rosco9487

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Posted 19 March 2012 - 10:33 PM

You forgot a PhysicBehavior module. Example:

Behavior = PhysicsBehavior ModuleTag_04
Mass = 100.0
End

What were a few of the problems about spawning a new unit for teleportation?


It can be done without any problems. I just don't recommend it since there are easier solutions that avoid some of the potential mistakes (not transfering health properly, making the unit/structure scored). Any mistakes that come up can probably be resolved, but they are still likely to come up if your not very careful.

#56 Tomeister

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Posted 20 March 2012 - 07:35 AM

Thank so much for the help Rosco and Acopolyps! I'll play around with the teleportation now. I really hope you don't mind helping me.;). One of the problems I've encountered before was when used the ability(spawn new unit method) - the game crashed.. Any idea why?
Could I make an upgrade which makes all super weapons invisible?
What does changing the mass do?

Edited by Tomeister, 20 March 2012 - 11:24 AM.


#57 ApOcOlYpS

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Posted 20 March 2012 - 02:49 PM

Could I make an upgrade which makes all super weapons invisible?


Yes. I'm not sure the specifics but you'd probably add a behavior that has an upgrade prerequisite. Look at demo general's bomb trucks as they become stealthed when you buy subtlety

#58 Tomeister

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Posted 20 March 2012 - 04:12 PM

Oh yeah, thanks- got that working. But they still show on the map. Could I change this with the upgrade too?

#59 ApOcOlYpS

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Posted 20 March 2012 - 06:56 PM

As in you can see them on the minimap? Your buildings/units are never invisible there, because you'd lose track of everything.

Or do you mean your opponent has a stealthed super weapon which you can see on the minimap but not on the screen? Or do you mean that you can see your invisible superweapon (and if so, do you mean in a translucent state or still solid)?

#60 Rosco9487

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Posted 20 March 2012 - 10:19 PM

But they still show on the map. Could I change this with the upgrade too?


Do you mean that all players are still able to see where the weapon was placed? (The shroud that is revealed around the weapon)

If so this line causes that:

ShroudRevealToAllRange = 60 ;

Removing this will prevent the weapon's location from being shown to all players. One way you could remove this only when the upgrade is purchased would be to make a copy of the weapon without this line and make your upgrade change the command button for building the weapon (you could replace the existing structures aswell).




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