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SW activated cloning factory
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Aug 13, 2017 12:44 pm    Post subject:  SW activated cloning factory Reply with quote  Mark this post and the followings unread

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.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Aug 13, 2017 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Last edited by Millennium on Sun Aug 13, 2017 4:26 pm; edited 1 time in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Aug 13, 2017 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm focusing on vehicles but I might want to add this for infantry too.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Aug 13, 2017 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Aug 13, 2017 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Mon Apr 16, 2018 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

can chrono weapon disable cloning facility building ?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Apr 16, 2018 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

linq2js wrote:
can chrono weapon disable cloning facility building ?
If you mean Temporal=yes weapons, then: only the targeted TechnoType is 'disabled' until erased.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Apr 16, 2018 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope EMP & temporal can't disable cloning
Mig Eater wrote:
The problem with this is that the cloned units will be spawned randomly around the building in an inconsistent manner.

This in fact can be solved by custom foundation. If the main building is of the following shape then the dummy must be spawned at the (0,1) cell.



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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Mon Apr 16, 2018 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
linq2js wrote:
can chrono weapon disable cloning facility building ?
If you mean Temporal=yes weapons, then: only the targeted TechnoType is 'disabled' until erased.


I mean we can use some chrono weapon fire from CONST to disable Cloning Facility in interval

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Apr 16, 2018 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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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. #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Apr 16, 2018 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Using a chrono weapon would make the building transparent most of the time too, which would be rather silly IMO.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Apr 16, 2018 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

You all ignore me. Temporal weapon doesn't work at all. Even it goes transparent, it can still clone.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 16, 2018 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can a building upgrade provide cloning logic?

\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).

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