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Not kill carrier when Explosive Mine is dropped


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#1 CobrasShadows

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Posted 29 April 2015 - 06:38 PM

Hey ! Thanks for your attention !

 

My problem here is that I wanted to know how to not kill the mine carrier when he drops his explosive present.

 

I looked in the weapon.ini but didn't find anything :/ Only the way to change the spawned object.

 

Any help ?


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#2 Valheru

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Posted 30 April 2015 - 06:40 AM

Had a quick look, this should be all the info u need. spawnandfade is probs the one ur looking 4

 

 

Weapon IsengardExplosiveMineDroppingWeaponPosition            ; BALANCE Mine Weapon
    AttackRange                = 15.0
    MeleeWeapon                = No
    DelayBetweenShots            = 3000                ; time between shots, msec
    PreAttackDelay            = 1466                ; 433 is natural time of the stabbing animation.
    PreAttackType            = PER_SHOT                ; Do the delay each time we attack a new target
    FiringDuration            = 733                    ; min 600 for anim
    AcceptableAimDelta        = 15                    ; Give it a little leeway
    NoVictimNeeded            = Yes                    ; Need no target
    OverrideVoiceAttackSound    = ExplosiveMineVoiceDeploy    ;Play Special "leave it there voice"

    SpawnAndFadeNugget    
        ObjectTargetFilter = ANY +STRUCTURE +INFANTRY +CAVALRY +MONSTER -ROCK_VENDOR; And funny thing, even though this has Position in the name, nothing actually makes it be Position based.  So when the object one fails on a rock, this one get picked.  So filter goes here too.
        SpawnedObjectName = IsengardDeployedExplosiveMine
        SpawnOffset = X:8 Y:1 Z:0
    End
End

 

Behavior = SlowDeathBehavior ModuleTag_ExplosiveDeath
        DeathTypes = NONE +BURNED
        DeathFlags = DEATH_3
        SinkDelay = 3000
        SinkRate = 1.40     ; in Dist/Sec
        DestructionDelay = 10000
        Sound = INITIAL UrukVoiceDie
        Weapon = INITIAL IsengardExplosiveMineExplosionWeapon
    End

 

 

Weapon IsengardExplosiveMineExplosionWeapon   ; BALANCE Mine Weapon
    AttackRange           = 4.0
    DelayBetweenShots     = 2000            ; time between shots, msec
    FireFX                = FX_ExplosiveMine
    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS SELF


Edited by Valheru, 30 April 2015 - 06:45 AM.

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#3 CobrasShadows

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Posted 30 April 2015 - 07:20 PM

Yes now the explosion doesn't kill him, but he still dies when he drops the mine...


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#4 Ridder Geel

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Posted 01 May 2015 - 07:55 AM

Well I dont think EA even made animations for the guy when he has dropped the mine... :p


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#5 Lauri

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Posted 01 May 2015 - 08:53 AM

Aren't there two carriers? At least in BFME1 the carriers used the normal uruk animations.


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#6 CobrasShadows

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Posted 01 May 2015 - 10:26 AM

Yeah of course ^^ But there's a mine dropping weapon so I gave it to Glorfindel (testing purposes don't ask xP) and he dies when he drops the mine... I just want him to survive to place a lot of mines.


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#7 CobrasShadows

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Posted 01 May 2015 - 10:26 AM

Yeah of course ^^ But there's a mine dropping weapon so I gave it to Glorfindel (testing purposes don't ask xP) and he dies when he drops the mine... I just want him to survive to place a lot of mines.


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#8 Ridder Geel

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Posted 03 May 2015 - 10:59 AM

The spawn and fade is the thing that does it...

My reasoning as to why:

Spawn - Spawn this unit

Fade - Fade out the unit using this weapon (so kill it)

 

See if ur able to find some other module for dropping a mine, possibly an ocl power or whatever :p

Or just spawn 3 units somehow, the 2 uruks and the mine :xd:


Edited by Ridder Geel, 03 May 2015 - 10:59 AM.

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#9 ICT

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Posted 03 May 2015 - 11:21 AM

I can't read this topic with a signature like that.


"To know what question we may reasonably propose is in itself a strong evidence of sagacity or intelligence. For if a question be in itself incongruous and begs for uncalled-for answers, it holds, sometimes, besides embarrassing the proposer, the disadvantage to seduce the unguarded listener into giving absurd answers, and we are presented with the ridiculous spectacle of one (as the ancients said) milking the he-goat, and the other holding a sieve beneath."


#10 Valheru

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Posted 03 May 2015 - 11:24 AM

as above in my code. Turn the spawnnfade into an OCL instead


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#11 CobrasShadows

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Posted 05 May 2015 - 07:19 PM

Okay thanks a lot it worked :D I just made like you said I spawned a new hero. Thanks!


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