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Trying to make a dropship reinforcement superweapon.
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KanoYugoro
Vehicle Driver


Joined: 12 Nov 2010

PostPosted: Sat Nov 20, 2010 10:06 pm    Post subject:  Trying to make a dropship reinforcement superweapon. Reply with quote  Mark this post and the followings unread

I was trying to make a dropship reinforcement superweapon by using buildings and freeunits, but it didn't work as I wanted it.

This was how it was going to work.

Building A is bought and placed, it gives a freeunit of a Titan, and its buildup looks like a dropship flying in.
Building A has a weapon with range of 1 and guardrange of 255, forcing it to move away to attack, thus undeploying the building.
Building A undeploys into unit A, which has a weapon with a range of 255, deploytofire=true, and deploys into Building B.
Building B has a freeunit of a Wolverine.

Wash, rinse, repeat this process until I got to 5 free units, and then deploying into one final building which is the dropship flying away. However, the initial building just undeployed into nothing, and if I spawned any of the intermediate units, they didn't deploy automatically. I checked and all of the units were declared properly and they deployed into the right buildings, but it still didn't work.

Is this idea feasible or even possible?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Nov 20, 2010 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

KanoYugoro wrote:
the initial building just undeployed into nothing

Give it one of the deployer keys like TickTank=yes, IsJuggernaut=yes or Artillary=yes etc.

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KanoYugoro
Vehicle Driver


Joined: 12 Nov 2010

PostPosted: Sat Nov 20, 2010 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the whole undeploy-deploy-undeploy chain works now, but is there any way to get it to do it automatically?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Nov 21, 2010 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Afaik no. I've tried this long ago too, to create a visceroid that deploys into dummy buildings to spawn other mutants, but couldn't get this work.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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KanoYugoro
Vehicle Driver


Joined: 12 Nov 2010

PostPosted: Sun Nov 21, 2010 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Darn.

Maybe UndeployWhenConstructed and DeployWhenSpawned would make good tags for HyperPatch.
Then again, I don't want to bug Hyper. I know he has a lot of work to do anyway.

Thanks again for your help LKO. I appreciate it.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Nov 21, 2010 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Always feel free to post requests, things like this could turn out to be pretty simple.

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KanoYugoro
Vehicle Driver


Joined: 12 Nov 2010

PostPosted: Sun Nov 21, 2010 3:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright. I'll post them in your suggestions topic.

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