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Combining Conyard and factory?
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amitakartok
Vehicle Driver


Joined: 03 Jul 2009

PostPosted: Fri Aug 21, 2009 10:43 pm    Post subject:  Combining Conyard and factory? Reply with quote  Mark this post and the followings unread

I am making a Battlezone mod and as such, I am trying to convert as many units, buildings, etc. as possible. I still need some assistance in realizing some coding.

First, will tampering with the ore drills to be capturable cause an IE?
Second, does ConstructionYard and WeaponsFactory conflict with each other? In other words, is it possible to set Factory to both UnitType and BuildingType?
Third, is it possible to replace ore graphics without messing up the game?

Keep in mind that I'll have to disable over half of the unmodded content to keep the mod as close to the original as possible.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Aug 21, 2009 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

1- What are you talking about, the TibTre? those are not buildings, thus you cannot capture them.

2- NO! you can only have 1 Factory=type

3- Yes, you can change ore types without any problems.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sat Aug 22, 2009 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Well what I think he mean's is can you have a war factory and a conyard all in the same structure.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat Aug 22, 2009 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Ore drills (or TibTre) are terrain and Terrain cannot be repaired or captured or anything of the such that are buidlings only tags ._.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Aug 22, 2009 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I know what he meant, read my answer for #2 one more time Wink

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sat Aug 22, 2009 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

For the ore thing... I would say using the Oil Derrek logic... To be able to make or capture a building that acts just like the oil Derrek.

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Sat Aug 22, 2009 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread


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amitakartok
Vehicle Driver


Joined: 03 Jul 2009

PostPosted: Sat Aug 22, 2009 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dang it. I wanted to make the conyard able to build structures and noncombat vehicles while at the same time also function as a Grinder. Combat units would've been handled by a unit that deploys into a factory with both production structures also functioning as a refinery. Can't have everything, I suppose... or maybe I should wait until Ares comes out?

Then what about combining the ConYard and the Refinery?

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sat Aug 22, 2009 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the conyard CAN be a grinder... Just use the grinder codes that related to making it grind. So that would make it both the building constructor and the unit recycling bin.

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amitakartok
Vehicle Driver


Joined: 03 Jul 2009

PostPosted: Sat Aug 22, 2009 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

But combining a Grinder with a Refinery would be a bad idea, since Miners would get grinded every time they unload.

I guess I'll have to postpone the mod until a workaround can be found. Meanwhile, I'm going to work on my other mod-in-progress: I have a walker that leaves the factory in the wrong direction (instead of the exit, it goes out through the lower left walls), how can I fix that?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 22, 2009 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

amitakartok wrote:
But combining a Grinder with a Refinery would be a bad idea, since Miners would get grinded every time they unload.
Not necessarily. The special dock logic could avoid that. If not, you could try the special 3x3Refinery foundation, that has an extra free cell where the harvester docks. So your harvester doesn't touch the building when docking and shouldn't be grinded.

Does your warfactory use a special/smaller foundation? A foundation smaller than 3x3 could make the units leave in a different direction than SE.

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Last edited by Lin Kuei Ominae on Sat Aug 22, 2009 2:24 pm; edited 1 time in total

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Sat Aug 22, 2009 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, they wouldn't. At least, I don't think so. It's interesting though, try it out!

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amitakartok
Vehicle Driver


Joined: 03 Jul 2009

PostPosted: Sat Aug 22, 2009 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Does your warfactory use a special/smaller foundation? A foundation smaller than 3x3 could make the units leave in a different direction than SE.


Nope, I use the default Allied WF.

Vehicles that self-teleport only when they have to cross a certain distance? I know it is possible somehow using the TS Jumpjet Infantry logic (if that's not hardcoded).

I know that UnitType deploys into BuildingType, but is it possible to make UnitType deploy into UnitType (to retain their mobility but gain new abilities)?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 22, 2009 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

amitakartok wrote:
[..] is it possible to make UnitType deploy into UnitType[..]?

no, not without a building as an intermediate state.
like
Unit A deploys into dummy Building B
Building B undeploys into unit C
Unit C deploys into dummy Building D
Building D undeploys into unit A

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

Tools
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amitakartok
Vehicle Driver


Joined: 03 Jul 2009

PostPosted: Sat Aug 22, 2009 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

And BuildingType invalidates Locomotor since they are hardcoded to remain stationary, I got it. I was thinking about making the Grizzly able to cloak by sacrificing it's firepower.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Aug 22, 2009 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
you could try the special 3x3Refinery foundation, that has an extra free cell where the harvester docks. So your harvester doesn't touch the building when docking and shouldn't be grinded.

3x3Refinery does not work as a refinery...

http://modenc.renegadeprojects.com/Foundation

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amitakartok
Vehicle Driver


Joined: 03 Jul 2009

PostPosted: Sat Aug 22, 2009 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was suddenly hit by an idea: units that are set to IsTrain=yes will destroy the factory upon exit; however, Ares' custom foundations might have a solution for that: making an U-shaped foundation with the exit point being in the location where the units spawn. This could be used to create units that crush ANYTHING; though it would require additional hacking to be player-controllable.

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