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#81 Rosco9487

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Posted 28 March 2012 - 11:13 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?


Sort of, but it requires a free damage type. You need to check if there are any unused types before using this approach. If you can find a free damage type or free one up this will become a lot easier.

#82 ApOcOlYpS

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Posted 29 March 2012 - 04:08 AM

Why does it require a free damage type?

#83 Tomeister

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Posted 29 March 2012 - 06:29 AM

Why does it require a free damage type?

.
I'm a bit confused too....
Where can I check that?

And what about spawning a unit which dues straight away, and uses a death weapon to kill the original unit?

#84 ApOcOlYpS

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Posted 29 March 2012 - 12:42 PM

Not possible. There's nothing holding the "original unit" so there's no way to access that object from the spawned unit.

#85 Tomeister

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Posted 29 March 2012 - 03:17 PM

No, I meant kill the original.;) finally got comp back, and I got it working. It spawns an object which dies immediately, killing the ' firer'.
Thanks for your help! But I need to know one more thing, which file controls unit limits? In the unit file, it says determined by super weaponrestriction or something like that. Where can I change these values ( ie, make the TM limit on auroras 4, instead of 1.

#86 ApOcOlYpS

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Posted 29 March 2012 - 03:22 PM

I'm not sure it's as simple as that. I think Pend put in a whole new thing to control that (like for econ buildings for example). For example, I'm pretty sure laser general's techs are controlled by objects rather than upgrades, and there's a special set of limits on those objects, regardless of tournament mode or not. I would look there or to supply drop zones (or black markets) to find out how to do what you intend, but I don't think you'll be able to tie it to tournament mode as you want.

Also, you're spawning an object which dies to kill the "firer"? By "firer" do you mean the thing that created the object? What is the point of that? As far as I can tell you use an object to create an object and then immediately destroy them both.

Edited by ApOcOlYpS, 29 March 2012 - 03:23 PM.


#87 Rosco9487

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Posted 29 March 2012 - 03:24 PM

Why does it require a free damage type?


You can Spawn an OCL when the unit dies based on damage type. Having one free will allow you to use a weapon to kill the unit and replace it with something else only when it dies from that damage type, the free damage type will prevent the OCL from firing under any other conditions. Using this method you could duplicate the functionality of the Isis tank teleport without having to turn the structure into a unit, though it can cause problems with the score at the end of the game. Health and Vet status can be carried through with this method.

Where can I check that?


You have to go through the weapons.ini file, I'll check the damage type I've used in the past to do this and see if it comes up in the file anywhere.

And what about spawning a unit which dues straight away, and uses a death weapon to kill the original unit?


One way this can be done would be to have the projectile of the weapon that you are using to spawn the new object fire its own weapon when created, this weapon could kill the original unit. This would not require a free damage type but using one, if available, would limit unintented side effects.

#88 ApOcOlYpS

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Posted 29 March 2012 - 03:30 PM

You can Spawn an OCL when the unit dies based on damage type. Having one free will allow you to use a weapon to kill the unit and replace it with something else only when it dies from that damage type, the free damage type will prevent the OCL from firing under any other conditions.


Can't a weapon create an OCL, and if so can't you have such weapon fire based on a behavior? Thus have this weapon kill the object (like a suicide biker or bomb truck) AND create the necessary OCL (I think stealth's upgraded snipers do this as they have the chance generator to kill a pilot).

#89 Rosco9487

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Posted 29 March 2012 - 03:48 PM

You can Spawn an OCL when the unit dies based on damage type. Having one free will allow you to use a weapon to kill the unit and replace it with something else only when it dies from that damage type, the free damage type will prevent the OCL from firing under any other conditions.


Can't a weapon create an OCL, and if so can't you have such weapon fire based on a behavior? Thus have this weapon kill the object (like a suicide biker or bomb truck) AND create the necessary OCL (I think stealth's upgraded snipers do this as they have the chance generator to kill a pilot).


That depends on what you need to spawn. The main reason to spawn an ocl through death would be to preserve the dying object attributes.

An example for using this to replicate the Isis Tank teleport:
  • Fire a weapon that kills the tank and creates a teleport object (retains health and vet from tank)
  • Use another weapon to move the teleport object to its destination, once it arrives it will fire the weapon killing the teleport object and creating a new isis tank (also transfering health and vet)
  • The new isis tank has the same health and vet status as the original
If this was done through an ocl created by the weapon, the health and vet status would be lost. Basically teleporting would completely heal you unit but would reset vet status. This is obviously more complicated than the existing teleport system but is an option.

#90 ApOcOlYpS

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Posted 29 March 2012 - 03:57 PM

Fire a weapon that kills the tank and creates a teleport object (retains health and vet from tank)


This is the part I'm taking issue with. As it reads, you fire a weapon, and as part of that weapon you create the teleport object. This is exactly what I was suggesting and doesn't require a free damage type. Can you be a bit more specific as to the order of events right around the firing of the teleport weapon and the destruction of the original isis (I don't have code with me at the moment and am not free to look at it until this evening).

Let me look at it another way: So the OCL has to be created before the original object is destroyed in order to preserve health and vet status? That still doesn't make sense because, as I'm reading, you kill the tank with a special damage type, which created the object, but this has the problem of you're STILL creating the teleport object from a dead tank, which mainly means that it has no health (I doubt it has a "previous frame" stat for health that we can access, or even at all based on how the game works. No point really in keeping that data).

#91 Rosco9487

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Posted 29 March 2012 - 06:54 PM

I made one mistake when I was refering to this from memory. The important item is death type not damage type.

Link to tutorial:
http://cncseries.com/content/?523

#92 Tomeister

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Posted 07 April 2012 - 11:45 AM

Also, you're spawning an object which dies to kill the "firer"? By "firer" do you mean the thing that created the object? What is the point of that? As far as I can tell you use an object to create an object and then immediately destroy them both.


When the firer fires, it spawns an ocl if set to. An example is if you put fireOCL = acidfieldsmall(or something similar, it's from memory), an acid field would be created around the firer when it's fired. I want to do this to the extent that it kills the original, but not the one spawned by a weapon fired. Having said this, I'm probably going to do the other method Rosco suggested.;)

#93 Tomeister

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Posted 07 April 2012 - 11:53 AM

You can Spawn an OCL when the unit dies based on damage type. Having one free will allow you to use a weapon to kill the unit and replace it with something else only when it dies from that damage type, the free damage type will prevent the OCL from firing under any other conditions.


Can't a weapon create an OCL, and if so can't you have such weapon fire based on a behavior? Thus have this weapon kill the object (like a suicide biker or bomb truck) AND create the necessary OCL (I think stealth's upgraded snipers do this as they have the chance generator to kill a pilot).


I tried this, I created an ocl which fires a weapon, but it didn't work...:?

#94 Tomeister

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Posted 12 April 2012 - 12:13 PM

Quick question- could I make it so something replicates, but when the original is killed, all the copies die too?

#95 ApOcOlYpS

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Posted 12 April 2012 - 12:20 PM

I don't think so. The closest you could get would be something like a drone controller (Though you should be able to make it spawn tanks instead of drones or something). There's nothing for you to connect spawned instances to a host though I don't think. Look at drones though. Maybe there's something there.

#96 Tomeister

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Posted 12 April 2012 - 03:24 PM

Thanks;)

#97 Tomeister

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Posted 14 April 2012 - 02:43 PM

How can I make it so range is limited on a special ability, so  I can only teleport with in a certain range?And finally, I've  made my new super weapon-However, the problem is is that when is built it comes up with two shortcut buttons in the side- one is the proper one with cool down. The other one is scud storm, which I haven't built yet, and the button has no cool down and when I click it I get the red cross in the centre of the area, so I can't fire. Does anyone know how to remove this button?

Why does the hydrogen bomb have a fake version-fakehbomb?
Also, why would some weapons, like my suicide weapon work on my fire weapon OCL, when others dont such as the nuke bomb truck weapon.
I'm just curious..
Any help for any of these issues will be greatly appreciated!

Edited by Tomeister, 14 April 2012 - 09:26 PM.


#98 ApOcOlYpS

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Posted 14 April 2012 - 10:04 PM

I can check on those a bit later tonight (or tomorrow). I'd think you can just copy over the old bomb truck's camoflage....Actually, if you have shockwave, the regular USA general has a unit that camo's itself as another unit (decoy drone or something) so you could look there for an example I'd expect.

What do you mean by "why would some weapons, like my suicide weapon work on my fire weapon OCL, when others don't such as the nuke bomb truck weapon?" Can you go into more detail?

As for the scud storm, I'll give the same advice as over on cnclabs: look at the command set. One of the attributes of a command button is to have a shortcut I believe.



In other news, I'M FREE!!! Okay not really. But I've cut virtually all of my side projects for the moment to work on remix so that I can actually make progress on something! So, my goal is to devote an hour a day to modding. It doesn't sound like much, but that's my minimum. I should be able to pour in a lot of extra time on Fridays, so maybe I'll be able to start pumping out progress updates! First two goals: Redo hk models for the experience and re-add the ion aroura.

#99 Rosco9487

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Posted 15 April 2012 - 06:50 AM

And finally, I've made my new super weapon-However, the problem is is that when is built it comes up with two shortcut buttons in the side- one is the proper one with cool down. The other one is scud storm, which I haven't built yet, and the button has no cool down and when I click it I get the red cross in the centre of the area, so I can't fire. Does anyone know how to remove this button?


All you have to do to get rid of the scud button is to remove it from the command set. You are seeing both buttons because you have overlapping enums, correcting the duplicate enum will also correct your button issue.

Edited by Rosco9487, 15 April 2012 - 06:50 AM.


#100 Tomeister

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Posted 15 April 2012 - 08:45 AM

Thanks guys! Are you on cnclabs too? And that's great news! Who will get the Ion aurora?

I mean that......basically, I wanted to make my unit kill itself. So I made a ocl which fires weapon.......etc. I chose CINE nuke weapon of something like that. Nothing happened. I then changed it to a weapon with leechrangeweapon = yes and it worked. I just want to know why leechrangeweapon is so important.

And when I was looking over codes, I saw there is a fake hydrogen bomb (unlocked at rank 3) why?!




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