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Crate Queston
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MrSeagull
Civilian


Joined: 25 Sep 2009

PostPosted: Fri Sep 25, 2009 11:44 pm    Post subject:  Crate Queston Reply with quote  Mark this post and the followings unread

I've got an idea in my head, but it require confirmation one something first.

Is there any way to trigger a crate effect outside of picking it up? For instance, alter a Superweapon to trigger a crate effect, or a building to do the same once built.

Figured I'd ask if it was possible before I started digging further.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Sep 25, 2009 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not possible, I'm afraid.

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MrSeagull
Civilian


Joined: 25 Sep 2009

PostPosted: Fri Sep 25, 2009 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Darn - I was doing some research on map revealers, and I noticed that nothing seemed possible outside of map editing.

On that thought, I read about a camera weapon? did I read that right?
If there is a weapon that does that, what's the limits on the AOE radius? Also, can it be set as a replacement super weapon?

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Sep 26, 2009 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, you can add Camera=yes to weapons, but you won't be able to make it more than a 10 cell radius (just like with Sight=).

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MrSeagull
Civilian


Joined: 25 Sep 2009

PostPosted: Sat Sep 26, 2009 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Alrighty, I'll have to play with that some more.
I'm tweaking my game to replace all the super weapons (mostly annoyances in my opinion) with utility powers - Like, instead of a chemical missile, a missile that seeds tiberium.
Maybe I'll tweak the Hunter-Seeker to have a camera, removing the damage from it's weapon. Like a Seeker spybot.
Hmm, is there a way to do that and still kill the drone afterward?
I'm also thinking about swapping the ion cannon for a targeted shroud remover on a low cooldown.

Don't get me wrong, I love the Ion cannon, I just think the way they are implimented in TS makes them more a tool of harrasment.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 26, 2009 8:07 am    Post subject: Reply with quote  Mark this post and the followings unread

MrSeagull wrote:
Maybe I'll tweak the Hunter-Seeker to have a camera, removing the damage from it's weapon. Like a Seeker spybot.
Hmm, is there a way to do that and still kill the drone afterward?

That's exactly how the HS has been changed in TI with an active radar search. #Tongue
So yes, it's possible.

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MrSeagull
Civilian


Joined: 25 Sep 2009

PostPosted: Sat Sep 26, 2009 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool, I'll start experimenting on that then.

Here's another question, is it possible to impliment unique construction yards and MCVs for each side? Is the AI too stupid to use it if you can?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 26, 2009 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

There have been done numerous researches about that. But until now no real solution has been found. The problem is the already widely known BuildConst key, that controls the AI ability to handle the Conyard. Since it accepts only one entry, you can't have a separate Conyard for each side.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Sep 26, 2009 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

the BuildConst only affects AI, but it won't be a problem you're doing multiplayer only games (which is unlikely though), or if you only force the AI to be the one side specified by the BuildConst= key

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