Posted: Mon Dec 12, 2011 9:58 pm Post subject:
Emp Jellyfish help?
Subject description: anyway to make something immune to emp?
okay i made a Emp Jellyfish, i can buy it, i gave it some weapons of choice trying to stay true to the emp like pulse, so i made it have a emp..
it works flawlessly, well except, when i have 2 jellyfishes, if the first one uses its emp, the other will get effected like a tank and go out, and then i've have to wait for it to get up again...
tried making it a infantry unit, that didn't go well..
and change the movement so i can move it, instead of it walking away..
well the main problem is, that it's stupid that it gets affected, anyway to make something immune to emp(s)? QUICK_EDIT
(Or something like that - something to prevent it from being considered a vehicle) Last edited by Orac on Tue Dec 13, 2011 12:57 am; edited 1 time in total QUICK_EDIT
Organic doesn't exist. (it's only warhead named as organic)
Try NonVehicle=yes on the unit. If that doesn't works there are iirc only 4 other keys which make a unit emp-immune.
SmallVisceroid=yes
LargeVisceroid=yes
Jellyfish=yes
IsCoreDefender=yes
Though all these have more or less sideeffects. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Organic doesn't exist. (it's only warhead named as organic)
Try NonVehicle=yes on the unit. If that doesn't works there are iirc only 4 other keys which make a unit emp-immune.
SmallVisceroid=yes
LargeVisceroid=yes
Jellyfish=yes
IsCoreDefender=yes
Though all these have more or less sideeffects.
Jellyfish=crash
SmallVisceroid=goes berserk
LargeVisceroid=goes berserk(runs around, uncontrollable)
IsCoreDefender=worked, but now i have the health bars at the hight of the coredefender, meaning that they are 2-5 levels over the fish..
if i could make a new tag for coredefender i could fix both problems in one.
something like this
IsCoreFish=yes
so how do i do that? QUICK_EDIT
Unless RA2 changed the values of TypeImmune=yes it should work in TS on same type units firing emp weapons. You sure you typed it correctly in your rules?
and IsCorefish= isnt gonna happen. _________________
The enemy shall be injected with toxic poison - Venom Last edited by Cranium on Tue Dec 13, 2011 12:32 am; edited 1 time in total QUICK_EDIT
Unless RA2 changed the values of TypeImmune=yes it should work in TS on same type units firing emp weapons. You sure you typed it correctly in your rules?
and IsCorefish= isnt gonna happen.
Yes and it those make it immune, immune to it's primary weapon, not the emp.. QUICK_EDIT
You can't make vehicles successfully immune to EMP without side effects like LKO has already posted. _________________ Please, read the signature rules of the forum. QUICK_EDIT
NonVehicle's only sideeffect would be that it cant be carried and it cant be repaired, right? Or was it the tag where you cant control the unit anymore...? _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
NonVehicle's only sideeffect would be that it cant be carried and it cant be repaired, right? Or was it the tag where you cant control the unit anymore...?
NonVehicle can't be hijacked or repaired by mobile repair vehicle (can still be repaired by GDI Service Depot). It can still be carried around with CarryAlls and disabled by EMP.
As Joshy said, there is no way to create an EMP immune unit without some side-effects. The most harmless side-effect is probably the higher selection box caused by IsCoreDefender=yes. _________________ QUICK_EDIT
TypeImmune= must work differently in RA2/YR then. I have units with emp weapons that are immune to emp just using that tag. Maybe Ares has something to do with it, but not sure. I know Ares has a new ImmuneToEMP= tag but I dont use it on them and it still works.
Ah well, sorry. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Are these units player-controllable? If not, you can just use IsCoreDefender=yes in combination with Selectable=no.
Also, the crash Jellyfish=yes causes likely happens because the [LEVITATION] section is missing (copy it over from firestrom.ini). Unfortunately this will also mess the unit's weapon logic and will make it unable to attack unless you also give it the locomotor of the Tiberian Floater, meaning it'll also apply the floater's movement behavior where it puffs and moves into random directions; even if you're fine with this however, it won't be practical for a buildable unit since it'll cause the door of the factory that produced it to remain open after building it (meaning you won't be able to build any other units from that factory anymore). _________________ QUICK_EDIT
Have tried ti change category to something else, but that didn't work..
; Clone of Tiberium Jellyfish
[MYJFISH]
Name=Medusa
Insignificant=yes
Image=FLOATER
Nominal=yes
Strength=650
Category=AFV
Prerequisite=MYWEAP,MYRADR
Armor=light
TechLevel=4
Sight=5
Speed=10
TiberiumHeal=yes
TiberiumProof=yes
ImmuneToVeins=yes
Owner=Outcast,special
AllowedToStartInMultiplayer=no
Cost=1600
Points=50
ROT=16
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceDie=
MaxDebris=0
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=20 ; This value MUST be 0 for all building addons
Jellyfish=no
SpeedType=Hover
CrateGoodie=no
Primary=VulcanMutant
Secondary=WebLauncher
PipScale=Charge
MaxCharge=1200 ; was 1800
StartCharge=0;
IsMobileEMP=true
Trainable=no
(i copied locomotor from the Limpet Drone, to get it to move as i see) QUICK_EDIT
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