Posted: Sun Aug 13, 2017 12:44 pm Post subject:
SW activated cloning factory
So I'm trying to make a cloning factory building that will only make clones for a short amount of time after the activation of a superweapon.
My first attempt involved using PoweredBy= on the cloning fac & a unit delivery SW to spawn a dummy building to power it. The dummy building would then kill itself after a set time deactivating the cloning vat again. Unfortunately PoweredBy does not disable unit cloning, making it useless for my needs. This system however works perfectly with normal barracks/factories tho, so if you have a secondary factory for uber units & want to add an extra layer to it this might be an idea.
I'm now thinking about giving the cloning fac an EMP weapon that it will use against itself & Then using an anti-EMP SW to disable it for a short time. First off I'm not sure if EMP will even disable cloning, can anyone with an EMP unit in their mod confirm if it does or not? Second I'm doubtful if it's possible to make an anti-EMP weapon that will last long enough to be useful.
Two other possible options I can think of are making the cloning fac a dummy building with only the art work & then using a delivery SW to spawn an invisible dummy building next to it that will do the actual cloning, which will then kill itself after awhile. The problem with this is that the cloned units will be spawned randomly around the building in an inconsistent manner. While not ideal this is probably the best option in the end.
The other one would be to make a normal building which simply kills itself after awhile requiring you to rebuild it again. This obviously isn't ideal & potentially frustrating to anyone who doesn't know that it's intentional.
If anyone else has any other suggestions or ideas I'd be grateful. _________________
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Aug 13, 2017 3:04 pm Post subject:
I might be missing something more or less obvious, but I see no way the EMP approach could consistently achieve a desired result, except if EMP also prevents reloading ammo (which it might, I do not know whether it does).
Edit: or ROF is reset at the end of the effect, or never gets processed while the effect last.
Is your cloning facility intended to clone infantry? If so, I might have an additional approach to offer that I yet have to test. If your facility is intended to clone vehicles, however, I have nothing to add. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Last edited by Millennium on Sun Aug 13, 2017 4:26 pm; edited 1 time in total QUICK_EDIT
Cloning can't even be stopped when your base has no power or EMP'd. I tried Overpowerable, but even when not overpowered it still produces infantry. I would honestly call this a bug and report it for AlexB to maybe look at if he has the time as it shouldn't ignore all instances of power.
As it stands, the only feasible solutions would be a building that destroys itself after awhile or a dummy building. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Aug 13, 2017 4:29 pm Post subject:
Actually, the EMP approach seems promising. I don't know if EMP has the necessary interactions with weapons that would be needed for it to serve its purpose, but it certainly interacts with SuperWeapons in a way that allows this method to work. I'll run a test regarding cloning and EMP.
Edit: Nevermind this. I posted it as superseding information was already being submitted. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
can chrono weapon disable cloning facility building ?
If you mean Temporal=yes weapons, then: only the targeted TechnoType is 'disabled' until erased. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
One problem: you'll need to find a way for the erasing to auto-stop and then auto-fire again BEFORE it's completely erased. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
\Edit
scratch that. you can't remove the upgrade anymore once placed. except Ares adds a logic to sell an upgrade (via trigger this is possible IIRC). _________________ SHP Artist of Twisted Insurrection: Nod buildings
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