Posted: Thu Jun 02, 2011 11:29 pm Post subject:
Vehicle auto deploy?
Is there anyway for a vehicle type to auto deploy itself. Not normal deploy but by using DeploysInto= ? I'm trying to make a paradrop drop a vehicle that has an image of a supply drop, but need it to deploy itself into the actual building in order to recive the cash bounty. Then have it self detroy after a period of time or something of the sort. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
The only work around I have heard of is giving it a weapon with a massive range and making it only be able to fire while deployed. It will go to fire but when it transforms into what ever you want it to transform to it won't be able to fire anything.
But, I don't usually code much anymore, so I could be wrong. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Fri Jun 03, 2011 6:50 am Post subject:
Would the slave miner logic work too? Only problem is you gotta mess with the slave miner section (range wise) and once there is no ore, it will deploy back to truck :/ QUICK_EDIT
For some reason my idea works for the AI, but it will not auto deploy for a human player. It even has AttackFriendlies=yes, a weapon range of 255, and DeployToFire=yes with DeploysInto=. Why does it not work for human players but works great for the AI? Heres a vid of the idea being used by the AI. The deployed version of it is equipped with a suicide type weapon using delay kill. it gives you money for a short period of time then it explodes.
supply drop.gif
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 20, 2011 11:00 pm Post subject:
lol @ the engineer.
I guess it's because the AI fires the weapon of it in the moment it lands. It's the AI, you know. But I have no idea to fix it, sorry. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
but shouldnt AttackFriendlies=yes and CanPassiveAquire=yes
Make the unit auto fire even if its human player?
Yeah that particular oil derrick isnt capturable, but for some reason the ai thinks it is, thus why the engineer is trying like hell to get in it. lol _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Mon Jun 20, 2011 11:15 pm Post subject:
VAD
nice!!!!
as far as the engineer is concerned.....that moron was not paying attention at the mission briefing.....either that or he is so stupid they used him as a decoy in hopes he would get killed. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
but shouldnt AttackFriendlies=yes and CanPassiveAquire=yes
Make the unit auto fire even if its human player?
It should auto fire. Maybe some more tags could do the magic.
It is possible that when the vehicle have landed from the paradrop, it is in some kind of sleep mode(just a guess). _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 20, 2011 11:24 pm Post subject:
I don't remember exactly. BerzerkFriendly comes into my mind, but I'm not even sure if that tag exists.
If that tag do exists, then it should do the trick. IIRC even wth AttackFriendlies, allied targets won't get acquired without BerzerkFriendly.
Don't ask where I read this, I don't remember. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
yeah, it already has BezerkFriendlies=yes. Infact heres the unit code. Some of these tags really arent required, but I was shooting at the moon to get this to work.
http://modenc.renegadeprojects.com/BerserkFriendly _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
This vehicle auto target anything.
if I remove the comments on DeploysInto, DeployToFire and DeploySound, NEWUNIT wont auto target anything.
Seems like the only thing left is to request a fix at the bug tracker or perhaps GZ can fix this. _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Joined: 23 Apr 2010 Location: indonesia, sticking at keyboard
Posted: Tue Jun 21, 2011 9:41 am Post subject:
what i know unit with DeployToFire=yes cannot auto acquire target, nor auto-attack. AI can deploy because AI give the unit command to attack, but human player don't.
Unit with DeployToFire=yes can retaliate though, and that how kenosis trick to auto-deploy. _________________ QUICK_EDIT
It is said that kenosis can solve that problem.You can download his mod that named MKLAB.Here is a vehicle that can auto deploys when it lands in it QUICK_EDIT
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