Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 3:03 pm
All times are UTC + 0
Transporter unload + return to distruct
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
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  Mark this post and the followings unread

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

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 11, 2015 6:17 am    Post subject: Reply with quote  Mark this post and the followings unread

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

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Fri Dec 11, 2015 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 11, 2015 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Dec 12, 2015 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

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

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Back to top
View user's profile Send private message
Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Sat Dec 12, 2015 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Dec 12, 2015 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

_________________


Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 12, 2015 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

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..."

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1530s ][ Queries: 11 (0.0074s) ][ Debug on ]