Patriot Mechanics
#1 Guest_Razer_*
Posted 09 August 2006 - 06:51 PM
Creating a "Structure" which is stealthed is not hard. Neither is adding it to a force (in my case the Super Weapon General). However, I cannot identify where in the object file I must place a tag or similar that allows the Patriots to recognise that this is an assisting unit.
Any help with this? Thanks.
--Razer
#2 Guest_Razer_*
Posted 10 August 2006 - 05:11 PM
= It is stealthed;
= It looks as if it's a crate;
= It is created to the correct cost and speed;
= It also detects stealth because I forgot to remove that.
However it isn't doing it's main function, to extend the range of the Patriots! Despite my efforts the "crate" simply does as a crate does. Nothing...
Object EU_PatriotAssist ; *** ART Parameters *** SelectPortrait = SAMicroPat_L ButtonImage = SAMicroPat Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCrates01 End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:SupW_PatriotBattery Side = AmericaSuperWeaponGeneral EditorSorting = STRUCTURE Prerequisites Object = SupW_AmericaPatriotBattery End BuildCost = 100 BuildTime = 10.0 ; in seconds EnergyProduction = 0 WeaponSet Conditions = None Weapon = PRIMARY SupW_PatriotMissileAssistWeapon AutoChooseSources = PRIMARY NONE PreferredAgainst = PRIMARY BALLISTIC_MISSILE AIRCRAFT ShareWeaponReloadTime = Yes End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = BaseDefenseArmor DamageFX = StructureDamageFXNoShake End CommandSet = SupW_AmericaPatriotBatteryCommandSet ExperienceValue = 20 20 20 20 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = NoSound SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE EMP_HARDENED Body = StructureBody ModuleTag_04 MaxHealth = 250.0 InitialHealth = 250.0 SubdualDamageCap = 250 SubdualDamageHealRate = 1000 SubdualDamageHealAmount = 10 End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 200;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No;Contained means being in a transport or tunnel network. End Behavior = BaseRegenerateUpdate ModuleTag_06 ;No data End Behavior = AssistedTargetingUpdate ModuleTag_08 AssistingClipSize = 0 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon AssistingWeaponSlot = PRIMARY ; And the weapon to use. Should have huge range and no natural clip. LaserFromAssisted = PatriotBinaryDataStream; Stream to draw from the requestor to me LaserToTarget = PatriotBinaryDataStream ; Stream to draw from me to the target End Behavior = DestroyDie ModuleTag_09 ;nothing End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureTinyDeath 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 = ObjectCreationUpgrade ModuleTag_13 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = SupW_Upgrade_AmericaPointDefenseDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = SupW_OCL_AmericanPointDefenseDrone TriggeredBy = SupW_Upgrade_AmericaPointDefenseDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_15 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone SupW_Upgrade_AmericaPointDefenseDrone End Behavior = ProductionUpdate ModuleTag_16 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = StealthUpdate ModuleTag_17 StealthDelay = 0 ; msec FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes 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 Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 1.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End
I'm sure the key here is in the note "How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon" in ModuleTag_08. But how to define "my kind"?
Anyone who spots any major holes, thanks.
--Razer
#4
Posted 24 June 2008 - 04:04 AM
A quote from Weapon PatriotMissileWeapon in Weapon.ini:
RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
Edited by beng, 24 June 2008 - 04:05 AM.
#5
Posted 24 June 2008 - 07:24 PM
This is similar to this map.ini and test map:
http://www.cncmaps.c...h...t&p=1986838
Where crates create a special object that can be used to call in a carpet bomber.
For your patriot thing, instead of the special object having the OCL special power, it just has vision and a command set with a command button to activate the special power. The special power modules (FireWeaponPower) are given to your patriot battery objects.
In short:
Give the patriots the battleship fire weapon power.
Make the crate create a special object (as per the 2 crusaders crate)
This special opbject has the shortcut control button for the fire weapon power, so the player can use it to call for fire from the patriot batteries.
Edit:
And here is yet another method: Make a new special power based on the superweapon scud storm.
Give the patriot battery objects the OCL special power module for this new special power. Have it call an OCL that fires the long range weapon slot (see the scud storm OCL).
Give the shortcut button for this special power to your crate object. In essence it works similar to the battleship method, just using a different module plus an OCL to do it.
Edited by beng, 24 June 2008 - 07:55 PM.
#6 Guest_migpilot_*
Posted 30 October 2008 - 09:35 PM
I just thought of a way to do something similar to what you want:
This is similar to this map.ini and test map:
http://www.cncmaps.c...h...t&p=1986838
Where crates create a special object that can be used to call in a carpet bomber.
For your patriot thing, instead of the special object having the OCL special power, it just has vision and a command set with a command button to activate the special power. The special power modules (FireWeaponPower) are given to your patriot battery objects.
In short:
Give the patriots the battleship fire weapon power.
Make the crate create a special object (as per the 2 crusaders crate)
This special opbject has the shortcut control button for the fire weapon power, so the player can use it to call for fire from the patriot batteries.
Edit:
And here is yet another method: Make a new special power based on the superweapon scud storm.
Give the patriot battery objects the OCL special power module for this new special power. Have it call an OCL that fires the long range weapon slot (see the scud storm OCL).
Give the shortcut button for this special power to your crate object. In essence it works similar to the battleship method, just using a different module plus an OCL to do it.
#7
Posted 30 October 2008 - 09:41 PM
#8
Posted 01 November 2008 - 04:54 AM
#9
Posted 02 November 2008 - 12:27 AM
By the by, are you the beng who made the laser mod? (Beng's Laser mod)
Edited by mig pilot, 02 November 2008 - 12:28 AM.
#10
Posted 15 January 2009 - 12:49 AM
#11 Guest_Guest_*
Posted 02 May 2009 - 05:58 PM
#12
Posted 11 August 2009 - 12:35 PM
Yes, the latest version is laser demo nuke mod version 3:
http://www.cncmaps.c...mp;showfile=819
> I'm new in this area of modding, but could you just give the "crate" the same kindof tags as the patriot or does it have to be the same unit/structure?
No, it has to be the exact same object, not same kindof. For example superweapon general patriots and air force general patriots are exactly the same except the name is different, so they will not assist each other.
I tried to do something very similar to this to make SAM sites. I planned to use a huge radar dome object which has several invisible objects inside it(like overlord tank having structures in it) which are relying positions of enemy aircraft to the missile batteries. So that would surely be a SAM site. If you destroy the radar dome, the missile batteries wouldn't work. Also with tihs way, you had to place the patriot batteries close to your radar dome objects so that you wouldn't place those patriot units near your enemy's base. But i couldn't do it. Anyway, i don't understand one thing in Beng's solution. In SCUD storm or Battleship, the targets are fields of areas, not something spesific like an aircraft. So how woluld it be done with Beng's solution not to attack ground but to attack a spesific target.
Just change the command button options to require a target enemy object instead of NEED_TARGET_POS. Download my laser demo nuke mod and try Laser burton's strategy center bombardment button. It is a modified battleship power that fires the strategy center gun at any object on the map that burton tells it to target, including flying helicopters.
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