Posted: Thu Aug 16, 2007 11:35 pm Post subject:
A question on a possible terrorist logic.
Well, I've been ztyping around with the terrorist lately, mostly with its weapons and playing with the original logic. Basically, the terrorist wasn't going to be a suicide bomber, it was going to be a unit that disguised as an enemy, and then could plant timed explosives on enemy structures. Needless to say, this was then used by the Crazy Ivan, minus the disguise.
So my idea is this: How would I go abouts making a terrorist that would disguise as the enemy, and when ordered to attack a building would run inside the building and then detonate itself, heavily damaging or destroying said structure? I want to remove the terrorist's ability to attack tanks and infantry, instead having to deploy and blow self up when close enough to do damage.
I hope I haven't confused anybody and would really love to know a possible way of doing this, as the original logic is both overpowered, and better used as the current system for the Crazy Ivan, minus the disguise. This logic would be going into my Mod, PreRA2, and if anyone helps me with this I'd be more than happy to... err... allow them to check it out in a developer build of my mod. _________________
[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote] QUICK_EDIT
Use the spy's Disguise weapon as your primary and make a weapon using the terror drone's limbo attack which will make him go inside the building. I'd show you how, but I don't have anything on this computer. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Use the spy's Disguise weapon as your primary and make a weapon using the terror drone's limbo attack which will make him go inside the building. I'd show you how, but I don't have anything on this computer.
I don't WANT him to disguise. I want him to be undisguised, and to have 2 attacks, one, only for buildings, that allows him to infiltrate and then detonate, damaging or destroying, and the other attack to simply be his standard deploy functionality, where he can detonate, causing splash damage. But I do not want him to have an attack cursor on infantry and tanks. _________________
[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote] QUICK_EDIT
1) go inside a building a kill it
and
2) explode on demand?
for 1 I would have something similair to c4, but see if you can get it so he doesn't run away, and I think for 2 there is a tag called DeathWeapon=
Also if the FBI was going through and read this, without knowing about modding...lol _________________ Please, read the signature rules of the forum. QUICK_EDIT
Also; this idea was done because it pretty much makes the Terrorist an unoriginal and useless piece in any practical use.
On a side note, I've also thought about it, and its possible this old terrorist used CrazyIvan bombs and that system. Seems quite odd a regular demo guy has a special bomb system. _________________
I'm sorry, but did you even READ my post? First of all you posted that, and I quote, "a terrorist that would disguise as the enemy," secondly, use the limbo launch as the primary then if that's what you want.
EX.
[TerrorInfiltrate]
Projectile=TJUMP
Speed=100
Damage=xxxx
Warhead=AntiB
LimboLaunch=yes
FireInTransport=no
Anim=RING1
Report=TerroristAttackCommand
Range=.85
ROF=10
Suicide=yes
[TJUMP]
Image=TRST
AA=no
ROT=8
FirersPallete=yes
Proximity=yes _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I'm sorry, but did you even READ my post? First of all you posted that, and I quote, "a terrorist that would disguise as the enemy," secondly, use the limbo launch as the primary then if that's what you want.
EX.
[TerrorInfiltrate]
Projectile=TJUMP
Speed=100
Damage=xxxx
Warhead=AntiB
LimboLaunch=yes
FireInTransport=no
Anim=RING1
Report=TerroristAttackCommand
Range=.85
ROF=10
Suicide=yes
[TERROR]
UIName=Name:TERROR
Name=Terrorist
Image=TRST
Category=Soldier
Prerequisite=NAHAND,NATECH
CrushSound=InfantrySquish
LeadershipRating=3
Strength=100
Primary=MakeupKit ; virtual weapon that picks disguise
Secondary=TerrorInfiltrate
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Armor=flak
TechLevel=5
CanDisguise=yes; I appear differently on other people's computers
PermaDisguise=yes
Sight=9
Speed=3
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Confederation
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=500
Pip=red
Points=5
VoiceSelect=TerroristSelect
VoiceMove=TerroristMove
VoiceAttack=TerroristAttackCommand
VoiceFeedback=TerroristFear
VoiceSpecialAttack=TerroristAttackCommand
DieSound=TerroristDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Amphibious
ThreatPosed=5 ; This value MUST be 0 for all building addons
IFVMode=11
Trainable=no
StupidHunt=no
SpecialThreatValue=1
Trainable=no
Right, and no, projectiles can't be animated, but their trailers can, so make the projectile invisible and the trailer TRST. At least I think it will work. Or you might have to make a new anim for the terrorist. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Incorrect. They CAN be animated, it's just that people don't realize the tags are different, so they assume it must be hardcoded, when a quick look at the pulseball tag proves otherwise.
Code:
; This is a tricky one. It's an animation AND a projectile all in the same section
; The anim stuff is first then the projectile stuff.
[PULSBALL]
Start=0
End=8
LoopCount=1
Rate=220
;DetailLevel=0
AnimPalette=yes
AnimLow = 8
AnimHigh = 22
AnimRate = 1
The start/end that works on normal animations doesn't apply, and instead you have all the Animxxxx=flags. I think one deals with frames play while weapon is generating/in course lock duration, and the second deals with flight. Experiment, for zombie Jew royalty's sake.
Although, you don't need it. It would just show him running in a flat line over buildings anyway, which would look retarded, and I don't think the animation on projectiles can be directional.
All you really needed to do was take his normal weapon, up the range a tiny bit and remove the 'areafire=yes' so it triggers on the target and not the terrorist. He blows up, suis and the warhead is snapped to the center of the building he attacked. Maybe add in a fire report of a door being opened/busted down for effect.
Really you people have been banging waaaaay too hard on your bars for one simple solution to a simple problem. _________________
Incorrect. They CAN be animated, it's just that people don't realize the tags are different, so they assume it must be hardcoded, when a quick look at the pulseball tag proves otherwise.
Code:
; This is a tricky one. It's an animation AND a projectile all in the same section
; The anim stuff is first then the projectile stuff.
[PULSBALL]
Start=0
End=8
LoopCount=1
Rate=220
;DetailLevel=0
AnimPalette=yes
AnimLow = 8
AnimHigh = 22
AnimRate = 1
The start/end that works on normal animations doesn't apply, and instead you have all the Animxxxx=flags. I think one deals with frames play while weapon is generating/in course lock duration, and the second deals with flight. Experiment, for zombie Jew royalty's sake.
Although, you don't need it. It would just show him running in a flat line over buildings anyway, which would look retarded, and I don't think the animation on projectiles can be directional.
All you really needed to do was take his normal weapon, up the range a tiny bit and remove the 'areafire=yes' so it triggers on the target and not the terrorist. He blows up, suis and the warhead is snapped to the center of the building he attacked. Maybe add in a fire report of a door being opened/busted down for effect.
Really you people have been banging waaaaay too hard on your bars for one simple solution to a simple problem.
I want it to look like he is infiltrating the building. The animated trailer to the invisible projectile is a good idea, but... can it be directional. _________________
[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote] QUICK_EDIT
and code it.much like coding attack dogs attack frames
Thanks for that amazingly useless suggestion. Dog attacks use a projectile. So they either turn towards their target with 1 frame per direction or animate in a loop. Not both. QUICK_EDIT
Thanks Rattus, I did not know that. I'll figure out what each one means immediately and report back.
+1 Point(s) for Rattus. (if points actually meant anything)
I'm not sure a trailer CAN'T have a direction, but seeing as they normally don't, they might not be able to. But seeing as a Projectile CAN be hardcoded, I'd go with that. _________________ "Don't beg for things; Do it yourself or you'll never get anything." Last edited by 4StarGeneral on Sat Sep 01, 2007 11:17 am; edited 1 time in total QUICK_EDIT
and code it.much like coding attack dogs attack frames
Thanks for that amazingly useless suggestion. Dog attacks use a projectile. So they either turn towards their target with 1 frame per direction or animate in a loop. Not both.
I mean that why dont you make a attack projectile of the terrorist and code it QUICK_EDIT
and code it.much like coding attack dogs attack frames
Thanks for that amazingly useless suggestion. Dog attacks use a projectile. So they either turn towards their target with 1 frame per direction or animate in a loop. Not both.
I mean that why dont you make a attack projectile of the terrorist and code it
Ugh. Already talked about, dude. It WON'T WORK. _________________
[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote] QUICK_EDIT
why don't you edit the terrorist such that his attack frames are inviable. Make the projectile which carries the terrorist warhead very slow such that it creates the illusion that he has entered the building. Also you could attach an animation to the terrorist which kills him (preferably an invisible one). _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
I want it to look like he is infiltrating the building. The animated trailer to the invisible projectile is a good idea, but... can it be directional.
Likely not, simply because of the implausibility that WW would code something they never used. That and animated trailers cycle each image as a frame of the projectile's tail. Even if you could make it directional, it would still look like a LOT of terrorists running towards the building (in single file behind one another) instead of a single one. Really, a projectile like what the dog uses would work for directional bit, but no animation would play in quite the proper way.
Besides, it would still look silly, a terroristing running full out towards the center of a building might look alright at certain angles on say, a conyard or a service depot since their art is mostly flat, but how would it look on a civilian skyscraper or a battle lab for him to just show how damn 2D the game really is by running headlong through a jumble of obstacles or a verticle incline?
If you just take the terrorist's current weapon, remove the areafire=yes, add a report=Dooropensound to the weapon and put on an arm= delay for the time it would take for him to fully enter the building, you could have the basic effect you want.
Or you could give him normal C4, and add a primary suicide weapon, so when he enters and destroys the structure, he also kills himself. Since SEALs and other C4 toters fire their primary once inside the structure. _________________
I want it to look like he is infiltrating the building. The animated trailer to the invisible projectile is a good idea, but... can it be directional.
Or you could give him normal C4, and add a primary suicide weapon, so when he enters and destroys the structure, he also kills himself. Since SEALs and other C4 toters fire their primary once inside the structure.
I like that idea, thanks. _________________
[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote] QUICK_EDIT
So complex looking problem but a simple solution by just adding one tag to the terrorist"C4=Yes"
Yeah first i congratulated 4starGenral but now it goes to Rattuskid QUICK_EDIT
Well, that complicated problems solved, but at least I learned something from it.
AnimLow = the regular amount of frames
AnimHigh = the real amount of frames to play after looping is done.
For example, the PULSBALL, plays first 8 frames, then restarts and plays 22 frames.
Or there's something else it could be, just wait til I can test my theory...I'll edit it when I figure it out. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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