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Vehicle auto deploy?
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jun 02, 2011 11:29 pm    Post subject:  Vehicle auto deploy? Reply with quote  Mark this post and the followings unread

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.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Jun 02, 2011 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Jun 03, 2011 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Add to the unit DeployToFire and 255 ranged weapon,special_2 armor

and all enemy buildings the weapon that attacks only special_2

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wardeathfun
Commander


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

PostPosted: Fri Jun 03, 2011 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

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 :/

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jun 20, 2011 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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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supply drop.gif



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jun 20, 2011 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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
=======================
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...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jun 20, 2011 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Jun 20, 2011 11:15 pm    Post subject: VAD Reply with quote  Mark this post and the followings unread

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.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Mon Jun 20, 2011 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
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).

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jun 20, 2011 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

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
=======================
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...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jun 20, 2011 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

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. Confused

[SUPPLYDROP]
UIName=Name:SUPPLYDROP
Name=Supply Drop
Armor=None
DeploysInto=DROPCRATE
DeployToFire=yes
Primary=M60A
Secondary=M60A2
Prerequisite=RFWEAP
Owner=RevengeForce
Sight=8
Size=1
Speed=50
Points=0
Nominal=yes
Sensors=yes
Bombable=no
Category=AFV
DieSound=GenVehicleDie
Explodes=yes
Strength=50
Crushable=no
DontScore=yes
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovingFire=yes
MovementZone=Normal
TechLevel=-1
Trainable=no
DeathAnims=TWLT50
GuardRange=255
Selectable=no
TypeImmune=no
LegalTarget=no
ThreatPosed=45
CanRetaliate=yes
PhysicalSize=1
RadarVisible=no
SensorsSight=255
ImmuneToVeins=yes
Insignificant=yes
DetectDisguise=yes
ImmuneToPoison=yes
RadarInvisible=yes
BerserkFriendly=yes
AttackFriendlies=yes
OpportunityFire=yes
CanPassiveAquire=yes
ImmuneToPsionics=yes
DetectionDistance=255
ImmuneToRadiation=yes
DefaultToGuardArea=yes
HasStupidGuardMode=false
IsSelectableCombatant=no
AllowedToStartInMultiplayer=no

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Jun 21, 2011 12:07 am    Post subject: v Reply with quote  Mark this post and the followings unread


_________________
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

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Jun 21, 2011 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried to make a vehicle that auto deploy. no luck. I am afraid this is hardcoded


Code:
[NEWUNIT]
Image=MTNK
UIName=NOSTR:Autodeploy
Name=Auto Deploy to a building
Prerequisite=NACNST
Strength=9999
Category=AFV

;DeploysInto=NACNST
;DeployToFire=yes
;DeploySound=PlaceBuilding

AttackFriendlies=yes
AttackCursorOnFriendlies=yes
Primary=DummyWeapon
Sight=10

Armor=none
TooBigToFitUnderBridge=true
TechLevel=1
Speed=30
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=1
Soylent=1
Points=1
ROT=20
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0
Weight=3.5
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes

[DummyWeapon]
Damage=1
ROF=1
Range=255
Speed=100
Projectile=Invisible
Warhead=DummyWeaponWH

[DummyWeaponWH]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%


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.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Tue Jun 21, 2011 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Sakura
Civilian


Joined: 10 Apr 2011
Location: Japan,Gensokyo

PostPosted: Wed Jun 22, 2011 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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