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Is this possible?
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My Big Boss
Medic


Joined: 18 Feb 2011

PostPosted: Sat Dec 31, 2011 7:46 am    Post subject:  Is this possible? Reply with quote  Mark this post and the followings unread

First off, i have been searching the site but i couldn't find anything to this specific matter.

i was thinking of making a queen-like bug for my mod, one that can spawn smaller bugs, i was thinking of using the EMP's recharge ability and somehow changing the projectile (or something like that) so when it fires, it spawns a little bug..

but before i went and used several hours if not days on trying it, i would just like to hear from a more experienced modder if it would be possible?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Dec 31, 2011 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Short answer is NO, not in TS, only mutation/creation logic is the visceroid but that needs "victims" too so not from thin air and not controllable either.

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Ordosherrscher
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Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sat Dec 31, 2011 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

You can't spawn a new unit out of thin air.
What could work, though, is having an animation which looks like a small bug appearing where the queen attacks, dealing additional damage. But I'm far from being an experienced modder, too

EDIT: I think you can use the deploy and freeUnit= logic, though. But you could create endless waves of Bugs then - I don't remember, is there a key which controlls the deploy speed? If yes, you could have it a looooooong deploy animation and a dummy weapon with DeployToFire=yes. You have to undeploy the manually, though.

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blubb
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Joined: 31 Jul 2005

PostPosted: Sat Dec 31, 2011 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

make it a deployable baracks wich can build smallbugs from it with a build limit of 5 or 6.

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Ordosherrscher
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Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sat Dec 31, 2011 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

The problem, however, would be, once deployed, you can construct a bug in any barrack as long as the barrack exist + the buildtime is defined by the cost value...

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Dec 31, 2011 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Couldn't that be fixed by taking advantage of the Owner related keys?

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Jan 01, 2012 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

i.e. shipyard/kennel hack so yes

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gufu
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Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Jan 01, 2012 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible to use pip/charge to control the time between deployments?

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My Big Boss
Medic


Joined: 18 Feb 2011

PostPosted: Sun Jan 01, 2012 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

hmmm, i don't want a barrack like that...
but what if you could make it deploy into 5 smaller bugs, making it self-destruct and then having 5 bugs left afterwards?

If it deploys into a building given 5 free units and then self-destruct..
altho i do not know how to make it give more units then just one.. (talking about Freeunit=xxxx)

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Lin Kuei Ominae
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Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 01, 2012 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
Is it possible to use pip/charge to control the time between deployments?

No, unfortunately.

My Big Boss wrote:
If it deploys into a building given 5 free units and then self-destruct.

Not possible via FreeUnit.
The only chance would be, to change the global Crew infantry to the Bug. Give all units and buildings no crew and then let the queen explode with Crewed=yes, so the survivors are the small bugs.

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My Big Boss
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Joined: 18 Feb 2011

PostPosted: Thu Jan 05, 2012 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
gufu wrote:
Is it possible to use pip/charge to control the time between deployments?

No, unfortunately.

My Big Boss wrote:
If it deploys into a building given 5 free units and then self-destruct.

Not possible via FreeUnit.
The only chance would be, to change the global Crew infantry to the Bug. Give all units and buildings no crew and then let the queen explode with Crewed=yes, so the survivors are the small bugs.


would it then be possible to have 5bugs come out?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Jan 05, 2012 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

My Big Boss wrote:
Lin Kuei Ominae wrote:
gufu wrote:
Is it possible to use pip/charge to control the time between deployments?

No, unfortunately.

My Big Boss wrote:
If it deploys into a building given 5 free units and then self-destruct.

Not possible via FreeUnit.
The only chance would be, to change the global Crew infantry to the Bug. Give all units and buildings no crew and then let the queen explode with Crewed=yes, so the survivors are the small bugs.


would it then be possible to have 5bugs come out?


Yes but as it is a 'Global' value it would mean all buildings and vehicles with crew=yes would have bugs instead of E1 (Light infantry) default.

I think Ares for RA2/YR changes Crew type from global to a local value (in which case you would be able to achieve exactly what you want but would have to switch from TS to RA2/YR)

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Volgin
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Joined: 07 Mar 2009

PostPosted: Thu Jan 05, 2012 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

RA2 doesn't. RA2 has 2 or 3 crews if YR. You can't have a flak track make a flak trooper come out, for instance.

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My Big Boss
Medic


Joined: 18 Feb 2011

PostPosted: Sun Jan 08, 2012 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... don't like modding red alert so much..
put that's ignoring the problem, not fixing it...

hmm.. i can't think of anything else that wouldn't make the game weird to play, oh well..
thanks for the help and the discussion. ^^

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