Posted: Thu Jan 13, 2011 2:59 am Post subject:
Stealth crate pick up
Subject description: How to code?
I'm adding a couple of crate surprise options and I'm now stuck on how to code a stealth crate pick up.
I would basically like it work like the Nod player power except it will be able to effect anything the player has, the infantry killer weapon would be removed and the radius of effect would be much smaller.
I checked the Nod operation centre and saw that the 'Cloaking field' power is controlled using a 'GrantUpgradeAreaOfEffectSpecialPower' module.
This allows the for the 'Upgrade_CloakingFieldInvisibility' (the actual upgrade that grants the ability) as well has controlling the radius and launchFX.
I've been using a 'FireWeaponWhenDead' module has advised by Stygs for controlling a lot of my crate surprises, but I fear that this will not do for this particular surprise.
Anyone have any creative solutions for this problem? QUICK_EDIT
That sounds like a possible way - there is also a InheritUpgradeCreate that seems to grant upgrades around itself, but I am not sure how that works.
EDIT: OK, I found a way to get the Stealth Crate working. You need my basic crate system from the other topic, but other than that it worked fine.
Its basicly a dummy that fires the CloakingField SP (placeholder, needs a repacement) at its own position and the dies.
Nothing happens.
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Also:
I'd like to create a crate pick up that gives the player a single use super weapon (like the crate pick ups of the older games).
The Pick up would show the super weapon in the player power buttons and would count down has normal.
Any side would be able to randomly pick up any super weapon crate. They could pick up 3 unique super weapon crates, but not more than one of the same type of super weapon.
Any tips on how I could go about coding this? QUICK_EDIT
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