Posted: Sat Nov 14, 2009 6:23 pm Post subject:
Don't want to deploy/undeploy
Subject description: Made with partzanPaulZy's transformation tut
It is possible to get a balloon hover unit to deploy into a structure and have a structure undeploy into a balloon hover unit, right? I seem to have a little problem for that to work properly (look at thread title).
Here are the codes to the units and buildings:
Code:
;Mecha Tengu (Jet Tengu's robot mode)
[TENGUM]
UIName=Name:TENGUM
Name=Mecha Tengu
Image=TENGUM
Prerequisite=EAWEAP,EAAIRC
Primary=PhotonRapidAG
Strength=290
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=9
Speed=8
CrateGoodie=no
Owner=Alliance
Cost=750
Soylent=750
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=PhotonRapidAGE
AllowedToStartInMultiplayer=no
DeploysInto=TENGUDUMY1
DeployFacing=0; these tags are ripped from Slave Miner code, but without them it haven't worked
DeploySound=SlaveMinerUndeploy
VoiceDeploy=
DeaccelerationFactor=.2; This is TS's mizspelingg knot min
;Jet Tengu (Mecha Tengu's jet mode)
[TENGUJ]
UIName=Name:TENGUJ
Image=TENGUJ
Name=Jet Tengu
Prerequisite=EAWEAP,EAAIRC
Primary=PhotonRapidAA
Strength=600 ;700
Category=AirPower
Armor=light
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=9
Speed=100
CrateGoodie=no
Crusher=no;yes
Owner=Alliance
Cost=750
Soylent=750
Points=25
ROT=100;gs super fast turn, ie turn on spot
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
BalloonHover=yes ; ie never land
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
SpeedType=Hover
MovementZone=Fly
MoveToShroud=yes
ThreatPosed=15 ; This value MUST be 0 for all building addons
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=PhotonRapidAAE
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=8 ;
JumpjetCrash=15 ; Climb, but down
JumpJetAccel=20
JumpJetTurnRate=100;gs superfast turn on spot, from 2
JumpjetHeight=750
JumpjetWobbles=.1 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!"
JumpjetDeviation=15
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
TiltCrashJumpjet=yes; can handle tilting while falling without freaking out
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage. This gives control
SelfHealing=no
DeploysInto=TENGUDUMY2
DeployFacing=0; these tags are ripped from Slave Miner code, but without them it haven't worked
DeploySound=SlaveMinerUndeploy
VoiceDeploy=
DeaccelerationFactor=.2; This is TS's mizspelingg knot min
DeployToLand=yes
;a dummy for the Tengu
[TENGUDUMY1]
UIName=Name:TENGUDUMY1
Name=Mecha Tengu
Owner=Alliance
TechLevel=-1
AIBuildThis=no
UndeploysInto=TENGUJ; your transformed unit ... FIRST OF THE MOST IMPORTANT TAGS which follow, also rip tags from the Slave Miner
DeployFacing=0
DeploySound=SlaveMinerUndeploy
VoiceDeploy=
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
;a dummy for the Tengu
[TENGUDUMY2]
UIName=Name:TENGUDUMY2
Name=Jet Tengu
Owner=Alliance
TechLevel=-1
AIBuildThis=no
UndeploysInto=TENGUM; your transformed unit ... FIRST OF THE MOST IMPORTANT TAGS which follow, also rip tags from the Slave Miner
DeployFacing=0
DeploySound=SlaveMinerUndeploy
VoiceDeploy=
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
Any fix? _________________ The future belongs to The Forgotten!
I've put BalloonHover=no to the Jet Tengu and I was able to make it deploy. However, it does not want to undeploy when I ordered it to move. Same as the Mecha Tengu in deployed state. Help?
I'll look at the Slave Miner's and Nighthawk's coding in the meantime... _________________ The future belongs to The Forgotten!
Don't worry. I've figured it out. Used a crappy pillbox for a dummy building
My Jet Tengu does not balloon hover though, it can land. Last time I gave it balloon hover, it wouldn't land and deploy. _________________ The future belongs to The Forgotten!
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