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Deployable unit and Deployable land mines


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#1 Guest_Guest_Puma_*_*

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Posted 18 August 2004 - 03:41 AM

Hi everyone! :)

I need help with 2 seperate deploying units :ninja:

The first one is the Demotrap layer unit. Heres my code. The problem is that i can place the demotrapa anywhere on the map :) I want to limit the radius to right around the unit itself ;)


;------------------------------------------------------------------------------
CommandSet AirF_SCIENCE_AMERICA_CommandSetRank1
1 = Command_PurchaseScienceSpyDrone
2 = AirF_Command_PurchaseScienceAirF_DemoMine
4 = Early_Command_PurchaseScienceEmergencyRepair1
END


CommandSet AirF_VehicleChronoPrisonCommandSet
1 = Command_AirF_DemoMine
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End

;------------------------------------------------------------------------------

CommandButton Command_AirF_DemoMine
Command = SPECIAL_POWER
SpecialPower = SuperweaponAirF_DemoMine
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:TempDescription
ButtonImage = SUChrWa
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipAirF_DemoMine
RadiusCursorType = EMPPULSE
InvalidCursorName = GenericInvalid
End


CommandButton AirF_Command_PurchaseScienceAirF_DemoMine
Command = PURCHASE_SCIENCE
Science = AirF_SCIENCE_AirF_DemoMine
ButtonImage = SSEMP
ButtonBorderType = UPGRADE
End

;------------------------------------------------------------------------------
Science AirF_SCIENCE_AirF_DemoMine
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:AirF_DemoMine
Description = CONTROLBAR:ToolTipAirF_DemoMine
End
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_AirF_DemoMine
CreateObject
ObjectNames = AirF_DemoMine
Count = 1
FadeIn = Yes
FadeTime = 3000
DiesOnBadLand = Yes
End
CreateObject
ObjectNames = AirF_DemoMine
Count = 1
End
End
; ---------------------------------------------------------------
SpecialPower SuperweaponAirF_DemoMine
Enum = SPECIAL_SNEAK_ATTACK
ReloadTime = 50000 ; in milliseconds
RequiredScience = AirF_SCIENCE_AirF_DemoMine
InitiateSound = CP ; plays at source
InitiateAtLocationSound = CP ; plays at target
PublicTimer = No
SharedSyncedTimer = Yes
ShortcutPower = Yes
RadiusCursorRadius = 100
End
; ---------------------------------------------------------------

Behavior = OCLSpecialPower ModuleTag_509
SpecialPowerTemplate = SuperweaponAirF_DemoMine
OCL = SUPERWEAPON_AirF_DemoMine
CreateLocation = CREATE_AT_LOCATION
End

Behavior = GrantUpgradeCreate ModuleTag_774
UpgradeToGrant = Upgrade_SDILaser
ExemptStatus = UNDER_CONSTRUCTION
End

Behavior = GrantScienceUpgrade ModuleTag_Science
GrantScience = AirF_SCIENCE_AirF_DemoMine
TriggeredBy = Upgrade_SDILaser
End



My second issue is making a simple cannon tank that has to stop and deploy to fire. I've tried the nuke cannon code but its pretty complex. Is there a easier way to have a unit to deploy to fire?

#2 Mithril

Mithril

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Posted 18 August 2004 - 09:45 AM

{Moved to Generals Editing - there is a difference between Scripting and INI coding}

As far as I know the DeployStyleAIUpdate is the only way to solve the latter problem. The first ...I have absolutely not the faintest trace of a partial idea..


You may want to download and take a look at DeeZire's Module Listing

Edited by Mithril, 18 August 2004 - 09:46 AM.

Command & Conquer: Red Alert - ReGeneration

"Not the faintest clue =\"

-ComradeJ




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