The pip isn't displayed when you use the NewUpgradeSystem, and I tought it was treated just like a normal unit for veterancy, so that it uses it's own Cost= tag?How about a dummy unit initially veteran, using the NewUpgradeSystem to promote into the Decoy, which wil have the same cost as what it is trying to copy?
Well you have problems there with the fact that your decoy could only be one specific unit, an enemy destroying it would gain the same veterancy as the full priced unit for taking it out, and if it disguised you'd have to contend with the fact that the vet pip would overlay the art like it always does.
Really, it gets so convoluted in coding and narrow in functionality that it's really not worth the effort.
Decoy
Started by L0N3 W0LF, Oct 11 2007 09:37 AM
27 replies to this topic
#21
Posted 21 October 2007 - 08:55 PM
#22 Guest_whtdrgnpl_*
Posted 22 October 2007 - 10:27 PM
How bout just have the decoy deploy into another decoy that costs the same as the original unit so it'll show the regular price once it's deployed?
#23
Posted 23 October 2007 - 10:43 PM
If it's say, a tank, worth $700 and a conscript ruins it's day, he'll gain just as much experience (promotion) from it as he would from a full on tank.
Also, more importantly... If you happen to gain access to such decoys AND the grinder you could just do the trick as much as you like to gain the difference in costs between the decoy and the deployed decoy (which would probably be a fair bit). That's a bit of a worse outcome that just trying to plug up the discrepancy with the 'y' button.
Also, more importantly... If you happen to gain access to such decoys AND the grinder you could just do the trick as much as you like to gain the difference in costs between the decoy and the deployed decoy (which would probably be a fair bit). That's a bit of a worse outcome that just trying to plug up the discrepancy with the 'y' button.
Edited by Rattuskid, 23 October 2007 - 10:46 PM.
Being a total douche.
#24 Guest_Guest_FlyingZ_*_*
Posted 03 December 2007 - 08:19 PM
Once I made a weapon that spawned a building shp as a particle. You could move through it and its duration was easily adjusted.
Only prob was the pallet. I'm not an art.ini modder but I assume it's a minor adjustment.
Only prob was the pallet. I'm not an art.ini modder but I assume it's a minor adjustment.
#26
Posted 30 June 2008 - 08:47 PM
I was inspired by this idea with the decoy: I created a unit - "Restless Mummy" (mumy clone) with big strength (1000) with a weapon that inflicts 250 damage in the form of a wave like Yuri mindwave with a range 0f 4 (for drawing attention); WH all verses 2%; IsCow=yes; if you "flood" the enemy with several mummies you certainly made a good use of a decoy in your victorious path of glory!! *sighs with solemnity*
No bull...
I wonder what happens if you set waypoints for the Mummy to simply walk from one enemy base to another...
No bull...
I wonder what happens if you set waypoints for the Mummy to simply walk from one enemy base to another...
Edited by mireazma, 04 July 2008 - 04:20 PM.
Единый могучий Советский Союз!
#27
Posted 10 November 2008 - 11:16 AM
a shield unit could be interesting
basically a big block, with no weapons, but huge armour
and it attracted attention and lured enemies to fire at it, they see it as a big threat
that could be handy
then you could run weak armored units around without spending big bucks on some armored defense
basically a big block, with no weapons, but huge armour
and it attracted attention and lured enemies to fire at it, they see it as a big threat
that could be handy
then you could run weak armored units around without spending big bucks on some armored defense
I will see you 100 miles away
I will see you in 0% light
I will hunt you down
I will see you in 0% light
I will hunt you down
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