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 Forum index » Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
Transporter unload + return to distruct
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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Fri Dec 11, 2015 1:04 am    Post subject:  Transporter unload + return to distruct Reply with quote

So i tried making transports with units as a attack , the transports unload and the units attack but the transporter it self , it just stand still! i want it to go back and destroy it self , how to do that?

how to control the transporter ? not the units inside it or after unloading them

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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Dec 11, 2015 6:17 am    Post subject: Reply with quote

Kick the transport out of the team after unload, then you can have a separate trigger recruit it and take it off the map...
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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Fri Dec 11, 2015 2:51 pm    Post subject: Reply with quote

G-E wrote:
Kick the transport out of the team after unload, then you can have a separate trigger recruit it and take it off the map...


how exactly? what should i do in the script? or maybe its in team section? i dont know how

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 11, 2015 4:37 pm    Post subject: Reply with quote

In the script of the full transporter use
2 - Lose Transports, Keep Units
so the following script actions are done by the loaded (now unloaded) units only
then i would use in the script SetLocal and set local variable like "TransporterUnloaded"
e.g.
0=Move to waypoint
1=Unload, 2 Lose Transport, Keep Units
2=Set Local "TransportUnloaded"
3=Hunt

Then add a trigger which fires when the variable is set
so you can recruit the transporter into a new team
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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Dec 12, 2015 12:28 am    Post subject: Reply with quote

Err. LKO's solution works, but is a bit more work if not considering other options.
Anyway, depending on how these transports come into combat, you have two ways to go.

1. The transports spawn outside the map
In this case you should use LKO's solution.
Kick the transport out of the team, keep the units. Then set a local and when that local is set, create a TeamType that is supposed to handle the transport.
This could be to go to a location and then self destruct, or travel off map.
Each transport has to fire the trigger that creates a TeamType for the transport's return.

2. The transports are created during the game, on the map, from factories
In this case basically all you have to do is tick a box. Again, kick the transport out of the team, keep the units.
Set the flag "TransportsReturnOnUnload" to yes/true.
Now IIRC, the transport will return to the exact location where it carried out its "Load onto transport" script action.
After that, or after dropping off the units, the transport can be used again.
In Red Alert 2 mission Deep Sea this is implemented. There's an AI Trigger defined that kinda functions as a 'garbage collector' as it collects transports if there are too many and sends them off the map (or put 'em on suicide watch, don't know for sure).

In both cases the transport is kicked out of the team, this means the units still follow the script and you can add your orders accordingly.
Just don't exceed 50 actions Wink
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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Sat Dec 12, 2015 12:31 pm    Post subject: Reply with quote

So its works , the units attack , and the transporter goes back after tick the Transportsreturnonunload

How can i make it after it return and stops it destruct or in other words suicide [tried to tick the suicide it didnt do anything , it just stand still after return] Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Dec 12, 2015 2:01 pm    Post subject: Reply with quote

IIRC, the Suicide flag means the team will execute whatever it's told while paying no attention to possible threats.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 12, 2015 2:17 pm    Post subject: Reply with quote

Yes, Suicide is an AI attack behaviour setting, which will make it strictly perform the actions in the script, regardless if being shot.

There are several ways to kill a unit
a)
Script "Self Destruct"
b)
Script "Delete team members" which will IIRC remove them from the map without any explosion and just makes them vanish
c)
Trigger "32 Destroy attached building" works also for units
d)
Trigger "Apply 100 damage at"
or "41 Play Anim At..." and then use a custom animation that has Damage= in art.ini
or "42 Do Explosion At..."
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