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#61 Tomeister

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Posted 20 March 2012 - 11:05 PM

Or do you mean your opponent has a stealthed super weapon which you can see on the minimap but not on the screen?

Exactly.


Thanks, I'll try the extra command button and other solutions tomorrow.;)


Edit: my SDI cannon is overpowered.

Edited by Tomeister, 21 March 2012 - 07:34 AM.


#62 Tomeister

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Posted 21 March 2012 - 08:29 PM

The Isis teleport codes are so complicated! im trying the other method first (spawn new unit) but its not working. As in the buttons there, and when i click on a spot to teleport to, the game crashes immediately. It's depressing. It just says under release crash info'
Release Crash at Wed Mar 21 20:11:54 2012
; Reason Uncaught Exception in GameEngine::update
Last error:

Current stack:'

Do you want me to post codes?

#63 Rosco9487

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Posted 21 March 2012 - 09:59 PM

If you can post the code related to the method you are trying I will take a look at it. Attaching the ini files that you modified related to the sdi cannon will probably be easier but however you post it will work.

#64 Tomeister

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Posted 22 March 2012 - 05:31 PM


I don't know how to attach the files, so I'll do this.
OCL
ObjectCreationList SUPERWEAPON_TardisWarp1
CreateObject
ObjectNames = SupW_AmericaSOI
Disposition = ON_GROUND_ALIGNED
Count = 1
FadeIn = Yes
FadeTime = 12027 ;length of sound
DiesOnBadLand = No
FadeSound = Cin_Psychfx01
End
FireWeapon
Weapon = TARDISSuicideWeapon
End
End


SpecialPower

SpecialPower SpecialPowerTardisWarp1
Enum = SPECIAL_TERROR_CELL
ReloadTime = 12000 ; in milliseconds
PublicTimer = No
SharedSyncedTimer = Yes
RadiusCursorRadius = 50
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
;InitiateSound = Cin_Psychfx02 ;plays at source
;InitiateAtLocationSound = Cin_Psychfx01 ;plays at target - played by OCL
End


Superwepgen

Behavior = OCLSpecialPower ModuleTag_Warp
SpecialPowerTemplate = SpecialPowerTardisWarp1
OCL = SUPERWEAPON_TardisWarp1 ;makes the new tardis and fires a suicide weapon to kill this one
CreateLocation = CREATE_AT_LOCATION
OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
StartsPaused = No
ReferenceObject = SupW_AmericaSOI










another thing- not related to above but.......
ObjectCreationList OCL_NeutronClusterMinesDeployObject
CreateObject
ObjectNames = NeutronClusterMinesDeployObject
Disposition = LIKE_EXISTING
End
End

Where can i find the object? I've checked weaponobjects.

Edited by Tomeister, 22 March 2012 - 09:03 PM.


#65 Guest_Tomeister_*

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Posted 22 March 2012 - 10:37 PM

Let me know if you need more info.;)

#66 Rosco9487

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Posted 23 March 2012 - 02:37 AM

I haven't had time to test any of this yet but on first glance I did notice one thing. Did you rename the SupW_AmericaSDI to SupW_AmericaSOI. Your code references SupW_AmericaSOI rather than SupW_AmericaSDI.

#67 Tomeister

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Posted 23 March 2012 - 07:23 AM

Oh yes- I renamed it SOI as strategic offensive initiative. Thanks a lot, let me know if you any luck testing:)

#68 Tomeister

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Posted 24 March 2012 - 02:45 PM

How can I add the boss general back?

#69 Tomeister

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Posted 25 March 2012 - 09:05 PM

To import a unit from another mod, what exactly do I bring From which files? Say the enforcer from shockwave?

#70 Guest_Nobody_*

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Posted 26 March 2012 - 03:01 PM

Go here http://forums.filefr...t-generals.html

#71 Tomeister

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Posted 27 March 2012 - 09:45 PM

Thanks;) Here's my ocl. I get a error saying error parsing block objectcreationlist,


Objectcreationist OCL_chronoshift
createobject chronotank
Disposition LIKE_EXISTING
End

#72 Rosco9487

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Posted 28 March 2012 - 04:09 AM

Did you manually type that OCL into your post or did you copy and paste that? If you copied that from the file you need to look at other OCLs and format it correctly. If you manually typed it, it is useless for debugging since it is suedo code and not actual code. Suedo code can be used for conceptual checks but is not used for error checking.

#73 Tomeister

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Posted 28 March 2012 - 07:15 AM

Oh right, sorry, it was manually types as dot have comp with me. I've got a new issue though. I got t working, but: I've got a weapon that spawns a new base defense when detonated. I did this once, but the power level went up. I built more power plant(no other buildings) but the power requirement raised with the amount if power I needed. It's a bit odd. Anyone know why?

#74 Rosco9487

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Posted 28 March 2012 - 04:19 PM

Is the required power going up when you are spawning the new base defense or when you are building the power plant? I'm really sure what's your seeing.

#75 Tomeister

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Posted 28 March 2012 - 06:37 PM

When I get enough power- it gets power and replicates itself immediately, increasing power consumption by the power of the unit(because it's replicating). I think I can solve this I I work out how to make the original object kill itself when it fires. Do you know how?

Ps, what did you say in your last sentence?;)

Edited by Tomeister, 28 March 2012 - 06:38 PM.


#76 ApOcOlYpS

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Posted 28 March 2012 - 06:57 PM

It would be better to have a death weapon and have it kill itself to activate it. An example is how suicide bikers work (I believe). When they hit a target, they fire a weapon on themselves that immediately kills them. When they die, they do their detonation that damages people around them. On the other hand, this would cause a replication when the building is killed. I would look to the missiles in the tomahawk power for robots general. When they reach their target they detonate and leave a cluster of warheads. However if they're shot down before hand the warheads don't spawn.

#77 Tomeister

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Posted 28 March 2012 - 07:49 PM

But doesn't that defeat the purpose of teleporting anywhere on the map? Would there be a way of selecting where the unit would spawn?



#78 Rosco9487

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Posted 28 March 2012 - 08:13 PM

But doesn't that defeat the purpose of teleporting anywhere on the map?


Not necessarily, using a death weapon only defeats the purpose of teleporting if you use it in such a way that you can't teleport your structure. There are ways that you can use a death weapon(s) to teleport your structure to another location, what you replace the structure with is very important. This type of approach generally requires that one damage type be reserved for doing this, I'm not sure if there are any unused damage types in Remix.

#79 Tomeister

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Posted 28 March 2012 - 08:21 PM

Ok, thanks- that's a shame. I'll have to go back to the original method then. Does anyone know how to make a OCL kill the unit using it?

#80 ApOcOlYpS

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Posted 28 March 2012 - 09:05 PM

I don't think there is a way. There's probably a way to have the unit kill itself when it creates the object, if only by firing two weapons at the same time.




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