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Flea Jump Coding Attempt - (With LimboLaunch)
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Mar 13, 2013 3:35 pm    Post subject:  Flea Jump Coding Attempt - (With LimboLaunch) Reply with quote  Mark this post and the followings unread

I am trying to do the Flea Jump ability from RA3 Sickle, on RA2

I got the Sickle model, I separated turret from body and made different voxels of them, I coded the unit etc.

The main attack works just fine (3 gun turrets is impossible to recreate, but I go around this by using arc fire, even if auto attack is inefficient because of the AI) - THis is not the problem.

And I think all thew community can benefit with the solution because it would allow to create a new kind of weapon/transport means...


Flea Jumping...

SO, this was my idea:

- Limbo Launch
- Use Primary weapon with 0% verses on WH, so it skips to Secondary weapon when not attaking ground.
- Use Projectile which uses Dog parameters, change image to Sickle voxel (oddly, I noticed that limbo-launched voxels of this kind seem to use TS lighting)
- AG=yes to attack ground with it.

However, if I use it over the ground, the Sickle just dissappears.
It only works when attaking Infantry, as far as I have been able to confirm. And I can make it work with Vehicles probably, if I use Parasite... But I want main guns to fight infantry, and I don't want it to parasite vehicles, so this wont work as a suitable mechanic...

Any more ideas?
I put code available:

Quote:
[SICKLE]

ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo

RadialFireSegments=3
OpportunityFire=yes
DistributedFire=yes

Primary=FleaJump
ElitePrimary=FleaJumpE
Secondary=SickleMashinga ;FleaJump
EliteSecondary=SickleMashingaE ;FleaJumpE
;VHPScan=Strong
DefaultToGuardArea=yes
GuardRange=6


Quote:
; Sickle jumping
[FleaJump]
Damage=30
ROF=150
Range=5
;CellRangefinding=yes
Projectile=SICKLEJUMP ;DOGJUMP
Speed=25
Warhead=JUMPWH ;NOWH ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=TerrorDroneAttack ;DogAttack
FireInTransport=no

[FleaJumpE]
Damage=30
ROF=100
Range=7
;CellRangefinding=yes
Projectile=SICKLEJUMP ;DOGJUMP
Speed=30
Warhead=JUMPWH ;NOWH ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=TerrorDroneAttack ;DogAttack
FireInTransport=no


Code:
[color=orange][SICKLEJUMP]
Image=SICKLEP ;Hmm...Requires an Image entry to get at Rotates=.  Violates the same name default rule
AA=no
AG=yes
;Arcing=yes
;AN=no
Arm=2
ROT=8 ;requires to use Rotates
Shadow=yes

Proximity=yes
FlakScatter=yes ; This weapon scatters its shots.
Inaccurate=yes
Ranged=yes
FirersPalette=yes
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no[/color]

Quote:

[JUMPWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,100%,100%
Wall=yes
Wood=yes
;Parasite=yes
AffectsEnemies=yes
;AffectsAllies=yes

;Culling=yes ;"Note that Culling is only actually checked if the warhead also has Parasite=yes set and the attacking unit has both Naval=yes and Organic=yes set."



ANy suggestions and Ideas for making this work? Perhaps ways of enchancement? Any welcome.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Mar 13, 2013 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

http://www.ppmsite.com/forum/viewtopic.php?t=32651 Refer to this... You have to use a dummy unit to allow the flea jump.

This one needs more Micromanaging and sacrificing a SecondaryWeapon

Give the Unit a SecondaryWeapon that allows it to only acquire a dummy unit (A VehicleType Preferrably)

Make sure the Primary's WH can damage but not able to passively acquire the Dummy Unit's Armor...

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