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Drop-podding starting MCV
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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Sun Aug 03, 2008 11:23 pm    Post subject:  Drop-podding starting MCV Reply with quote  Mark this post and the followings unread

Just wondering if this is possible, I have a workaround, but I need to know a few things for it:

1. Can you make an MCV auto-deploy on battle start?

2. Can you make drop-pods autoactivate at the source building?

Was thinking invisible starting unit -> autodeploy to invisible building with drop MCV superweapon -> auto targets on self -> invisible building self-destructs...

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Sun Aug 03, 2008 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could only do that with map trigers

but if you use map triger you could just have a drop pod with an mcv

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Sun Aug 03, 2008 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the quick answer Smile

I have another idea. You start with a drop beacon unit which must be deployed manually, giving you a drop MCV superweapon. Maybe it could give you other drop-pod things, like drop scouts or something... But then you can drop as many MCVs as you like for free... Hrmm, if you can give the drop-pods a weapon, then you can make one than blows up the beacon from wherever you deploy it...?

Another question, can you give the same building more than one superweapon??

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Aug 03, 2008 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperWeapon=
SuperWeapon2=

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Sun Aug 03, 2008 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

...Superweapon3=?

Upgrades would work too, actually, so even without Superweapon3+ you can get 8 on a single building xD

Can you make superweapons cost money to fire?

Superweapon firing anim with damage would also be able to destroy the beacon on firing... That would be good.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Aug 04, 2008 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

There is no SuperWeapon3 key, only the ones i posted.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Mon Aug 04, 2008 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why don you just use an invisible vehicle with a dummy weapon that has the biggest range possible. Give it the Nod's artillery code to force it to deploy when firing, and have it's buildup animation as the drop-poding conyard. #Tongue
would be cool if it works, do you mind if I try to implement it in Rise of Omnius?, as I was thinking to make a drop-poded conyard, but never thought of making it selfdeployable.

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Mon Aug 04, 2008 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooh nice one, although I'm no good at the art side of things lol. I guess you can implement it in your mod too, it was your idea #Tongue

I kinda wanted to actually get an MCV dropped onto the starting location though. The dummy artillery idea is awesome, so how about giving the deployed dummy structure an area-fire weapon that deploys drop pods, so it will try to target the enemy and instead explode and cause a drop-pod to land? Or is that not possible?

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