Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 6:57 am
All times are UTC + 0
money= superweapon
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Dragonologychris
Soldier


Joined: 14 Nov 2006
Location: Kansas, USA

PostPosted: Fri Dec 11, 2009 2:12 am    Post subject:  money= superweapon Reply with quote  Mark this post and the followings unread

in c&c3 superweapons cost money how can i make it work in ts/fs?

Back to top
View user's profile Send private message Send e-mail Visit poster's website Yahoo Messenger Account
m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Dec 11, 2009 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

You can't.

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 11, 2009 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

give the super weapon an auxilary building and put a price tag on it. That way you can only get the super weapon if you purchase the auxilary building.

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Dec 11, 2009 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I suppose this is something to add for HP.

Money Drain and Money Add.

Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri Dec 11, 2009 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was going to test making a super weapon with a building with following tags for my mod but decided to scrap the idea:

PlaceAnywhere=yes (if this does not work, try Adjacent=1000)
Invisible=yes
LegalTarget=no
Selectable=no
BaseNormal=no

Then give the building either a Buildup or Active animation that spawns your super weapon (with debris logic or normal animations). You could also use the BuildUp animation to create some effect for it. I never actually tested it but i don't see why it wouldn't work. Only problem would be not being able to place it in a square where there are buildings or units, only next to it. Also the super weapon would appear in the buildings list in the sidebar.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 11, 2009 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

But this way you can't give it a certain reload time.
And the more conyards you have, the faster you can "build" the superweapon attacks.
Both points would make them very overpowered imo.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

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

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Fri Dec 11, 2009 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

And the more conyards you have, the faster you can "build" the superweapon attacks.


Huh? The Tag is disabled in vanilla TS anyway o.O Ok, you may enable it, but you also may just leave it as it is

_________________

Think of me as Nordos, 'cause Banshee wouldn't rename me

Back to top
View user's profile Send private message Skype Account
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri Dec 11, 2009 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess it would work better for high priced superweapons. Like it would cost 3000 or something per shot, then it would cost alot and build pretty slowly and also halt you from building anything else. It could also have decently long buildup animation and buildlimit=1, so you have to wait a little before you can build another one.

Theres of course one other way to do superweapons with a cost. Give a unit the superweapon as its main weapon and have it move in closer to the target, then fire it while self-destructing (or not self-destruct but have an extremely high rate of fire). This unit should also have buildlimit=1. There are tutorials already how to do this kind of thing.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 11, 2009 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Regardless how you set the properties of the SW-Units and SW-Buildings, they won't give you an alternative for a real SW. They always have flaws (e.g. AI clone bug, which gives the AI more than one SW-Unit even if it has Buildlimit=1) and also need a different micromanagment (which takes away the feeling of a SW).

To give only one building a slower buildup duration is not possible. You can only raise the amount of frames of the buildup anim and this causes bugs too.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

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

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 3.1441s ][ Queries: 11 (3.0125s) ][ Debug on ]