Hi guys, a few days ago I tried to create a new system of building structures with a porter. But there´s still a problem: I want them to die / or fade out after building a structure. I´ve tried it with using a weapon alike to Word of Power which is just aiming the porter. The Problem is, that all Porter who are in the range of this weapon (which arise after completing a building) are killed by it. So my question is: Have you different possible ideas which make this "system" work? Thanks in advance
Builderprob
Started by TroDuS, Jun 24 2010 11:18 AM
7 replies to this topic
#1
Posted 24 June 2010 - 11:18 AM
#2
Posted 24 June 2010 - 01:02 PM
Would you mind posting the code you use for the porter-killing weapon? That would probably help...
WWJBD - What Would Jack Bauer Do?
#3
Posted 24 June 2010 - 01:45 PM
Wherefore? I´m just looking for another option to kill or remove the builder from the game after constructing a building.
#4
Posted 24 June 2010 - 03:38 PM
Well, adding a RadiusDamageAffects = SELF would probably work, so long as the radius of the weapon damage is equal to 1...that's why I was asking, just to see if you needed to change that.
WWJBD - What Would Jack Bauer Do?
#5
Posted 24 June 2010 - 11:29 PM
Hmm. Why Self? How can I make the builder shoot a weapon immediately after constructing the building? I´ve tried it the other way round: The structure kills the builder after being completed:
Behavior = GrantUpgradeCreate ModuleTag_Givemeuptokill01 UpgradeToGrant = Upgrade_ElvenSpawnKillerBuilder01 GiveOnBuildComplete = Yes End Behavior = ObjectCreationUpgrade ModuleTag_Givemeuptokill02 TriggeredBy = Upgrade_ElvenSpawnKillerBuilder01 RequiresAllTriggers = Yes Delay = 0.0 ThingToSpawn = ElvenSpawnKillerBuilder01 Offset = X:0.0 Y:0.0 Z:0.0 FadeInTime = 0 End Object ElvenSpawnKillerBuilder01 Draw = W3DScriptedModelDraw ModuleTag_01 StaticModelLODMode = yes DefaultModelConditionState Model = None End End EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ; *** ENGINEERING Parameters *** Body = HighlanderBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End Behavior = FireWeaponUpdate ModuleTag_WeaponFiring FireWeaponNugget WeaponName = KillBuilderSelf Offset = X:0 Y:0 Z:0 FireDelay = 0 OneShot = No End End Behavior = LifetimeUpdate ModuleTag_06 MinLifetime = 1000; min lifetime in msec MaxLifetime = 1000; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_FadeOut DeathTypes = ALL DestructionDelay = 0 End Geometry = CYLINDER GeometryMajorRadius = 0.0 //17.6 GeometryHeight = 0.0 //32.0 GeometryIsSmall = No End Weapon KillBuilderSelf AttackRange = 50.0 RadiusDamageAffects = ALLIES LeechRangeWeapon = Yes MeleeWeapon = No DelayBetweenShots = 2000 PreAttackDelay = 0;PreAttackDelay+FiringDuration = UseWeaponTiming = Yes duration PreAttackType = PER_SHOT FiringDuration = 0 DamageNugget Damage = 0.2 DamageScalar = 2500000% NONE +ElvenBuilder //KIll nothing except our Porter Radius = 50.0 DelayTime = 0 DamageType = STRUCTURAL DamageFXType = FLAME DeathType = EXPLODED End End
Edited by TroDuS, 24 June 2010 - 11:30 PM.
#6
Posted 25 June 2010 - 09:21 PM
Oh sorry, thought you were having the BUILDER fire the weapon. If the builder were firing the weapon, then you could just make it suicide (that's the RadiusDamageAffects = SELF part) in a limited radius.
Hm. That's actually pretty clever...except for the fact that the radius will hit every builder inside it. That's why I was thinking have the builder do it.
I THINK...and I haven't tested this, so I don't know...that you could give the builder to the Neutral side immediately after completing the building, and then have the weapon kill all neutral of type ElvenBuilder, but I'm not sure how to implement that. It may be you can only do that in WorldBuilder.
It's an interesting problem; sorry I can't be of any more help than that. Hope you figure something out!
Hm. That's actually pretty clever...except for the fact that the radius will hit every builder inside it. That's why I was thinking have the builder do it.
I THINK...and I haven't tested this, so I don't know...that you could give the builder to the Neutral side immediately after completing the building, and then have the weapon kill all neutral of type ElvenBuilder, but I'm not sure how to implement that. It may be you can only do that in WorldBuilder.
It's an interesting problem; sorry I can't be of any more help than that. Hope you figure something out!
WWJBD - What Would Jack Bauer Do?
#7
Posted 26 June 2010 - 07:59 PM
Nice to hear you again acid
I will definitely try further different things to establish this system and if I get a solution I will post it here.
I will definitely try further different things to establish this system and if I get a solution I will post it here.
#8
Posted 29 June 2010 - 03:12 AM
Here is a weird idea, won't work but might give you an idea that will.
When your Porter is given a construct command, have it mount into a new object (like Eowyn Disguise or RotWK Khamul/Morgomir). Then the structure's weapon obviously only kills the "mounted" porter (eg. ElvenPorter_ReadyToDie rather than ElvenPorter).
Problems: mounting would probably cancel the original command. Not sure if you could get that working via commandtrigger either, maybe.
Or here's another idea, maybe you could have your porters doing an attributemodifierauraupdate on themselves, giving them an AM that makes them immune to the type of damage (use an unused damage type) that your structure's weapon does. If you're lucky the AM won't be active in the instant between when it finishes the structure and when the structure weapon comes out. If that doesn't work it could maybe be TriggeredBy an upgrade that gets removed (via commandtrigger?) when you start constructing a structure.
When your Porter is given a construct command, have it mount into a new object (like Eowyn Disguise or RotWK Khamul/Morgomir). Then the structure's weapon obviously only kills the "mounted" porter (eg. ElvenPorter_ReadyToDie rather than ElvenPorter).
Problems: mounting would probably cancel the original command. Not sure if you could get that working via commandtrigger either, maybe.
Or here's another idea, maybe you could have your porters doing an attributemodifierauraupdate on themselves, giving them an AM that makes them immune to the type of damage (use an unused damage type) that your structure's weapon does. If you're lucky the AM won't be active in the instant between when it finishes the structure and when the structure weapon comes out. If that doesn't work it could maybe be TriggeredBy an upgrade that gets removed (via commandtrigger?) when you start constructing a structure.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users