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Force Field
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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Wed Sep 19, 2012 6:14 pm    Post subject:  Force Field Reply with quote  Mark this post and the followings unread

I have created a force field with Ares custom foundation that looks like this:
Code:

-----xxxxxxxxx
----x---------x
---x-----------x
--x-------------x
--x-------------x
--x-------------x
---x-----------x
----x---------x
-----xxxxxxxxx

(This thing is actually round, it is just my image that is badly made)
The "-" are unoccupied cells and the "x"-es are occupied.
So what I want to do is to make everything inside this shield constantly affected by iron curtain effect.

The building:
Code:
[FORCEFIELD]
UIName=NOSTR:Force Field
Name=Force Field
BuildCat=Combat
Strength=50000
Armor=BeaconArmor
TechLevel=10
Adjacent=10
Prerequisite.Lists=1
Prerequisite.List0=GACNST;GATEK
Prerequisite.List1=GASPACE
Primary=AreaCurtain
RadarInvisible=yes
Spyable=false
BaseNormal=no
Insignificant=yes
Selectable=no
Artillary=yes
Unsellable=yes
LegalTarget=no
RadarVisible=no
;DontScore=yes
Nominal=no
Sight=0
Owner=British,French,Germans,Americans,UK,SKorea
Cost=15000
Points=1
Power=0
Powered=false
Capturable=false
ImmuneToPsionics=yes
Crewed=no
Explosion=DUMMYEXPLOSION
Trainable=no
ThreatPosed=0
AIBuildThis=no
AlphaImage=shiild
AmbientSound=GeneticMutatorReadyLoop
AttackFriendlies=yes
AttackCursorOnFriendlies=yes


Code:
[AreaCurtain]
Damage=1
ROF=190
Range=12
Speed=100
AreaFire=yes
Projectile=InvisibleHigh
Warhead=AreaCurtainWH
IsRadEruption=no
Report=NukeExplosion;Debugging

[AreaCurtainWH]
IronCurtain.Duration=200
Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1%
InfDeath=1
CellSpread=10
CellInset=3

When this building is placed, its wont fire its weapon at all.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Sep 19, 2012 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh well, hope the lag aint too great when AI gets its path blocked with this and balancing this is another issue especially if allowed to drop into enemy base quite as is, not so fair Very Happy

Last edited by ApolloTD on Thu Sep 20, 2012 8:53 am; edited 2 times in total

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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Wed Sep 19, 2012 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh what? This "building" gets removed after X amount of frames.
It is used as a tactic, it could be used to trap enemy units, or your own war factory so you catch up with the enemy forces.

Anyway, I solved this problem.


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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Sep 19, 2012 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now, if it were possible to give entire structure gate logic...

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Thu Sep 20, 2012 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

is there any way to hide the health bar of the force field?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Sep 20, 2012 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes Add this to the structures Art code:

Height=-999999999;; Special Case, No Healthbar.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Sep 20, 2012 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

an easy way is to use dropping=yes on a normal projectile and use a simple cannon weapon

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Sep 20, 2012 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Well if your using Ares anyways, just make a repeating SW weapon on the building itself, then you can have a secondary SW on the building which slowly kills it.

This way you get a shield + a shield duration.

Spawn building via unit-delivery SW Ares. Then shield building has 2 SW's on it. 1 which keeps shooting off a Invisible Iron curtian effect, and the second SW slowly deteriorating the Shields buildings armor. Or you could have the secondary SW just kill it after a specified time, and even include an in game timer. Make sure you use a custom armor type with ares to make the building immune to normal damage.

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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Sep 20, 2012 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

¥R_M0dd€r, that picture is awesome! I like that visual effect.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Sep 20, 2012 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

that is my release

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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Thu Sep 20, 2012 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis: Not a simple cannon, I have added SolidHeight to it Smile

Eric:
Or, you could just kill this building with an active animation instead of a sw. The health bar is used to indicate how much time this shield have left(it is slowly loosing its life until death), so hiding the health bar would be a feature-removal if you ask me.

An other way to create some kind of shield effect would be to spawn a 1x1 building(instead of a huge building with custom foundation) via unit delivery with the following properties:
- Animation that kill itself after X amount of frames
- A Iron Curtain sw with cellspread that is fired on itself, with AffectEnemies=no
- A weapon that would instantly kill enemies that "touch" the field.

Apollo: If I am going to take AI into consideration every time I want to add something new, not many new stuff would be implemented.
So my word is: Fuck the AI!

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Sep 20, 2012 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

TBH, I dislike the health bar being some sort of timer.
When released, you should use AE IMO

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Thu Sep 20, 2012 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
TBH, I dislike the health bar being some sort of timer.
When released, you should use AE IMO


me too, RP.

Its unbalanced even with the delinning heath forcefield. and with a powerfull unit inside it be almost unbeatable. Sad

yeah the heath idea whould only be good if you plan to destory a building, i think i have a idea why don't you make a animation with a timer coundown on the building itself. it would be better idea IMO.

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