Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 12:47 am
All times are UTC + 0
Minelayer Logic?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Dec 23, 2014 11:12 pm    Post subject:  Minelayer Logic? Reply with quote  Mark this post and the followings unread

How do I make a unit that performs the function of minelayer?

_________________
Mod Leader and founder of World Domination


Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Dec 23, 2014 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I vote for infantry mines. Just get a unit with an areafire weapon with cluster more than 1, let warheadanim spawn a dummy infantry with speed=1 (0 is buggy, it usually ends with the inf trying to attack a target too far away and never exploding due to trying to reach that target) with a small guardrange and a suicide areafire explosion.

_________________
"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...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 24, 2014 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't speed=1 make those "mines" move and follow a retreating target?

Can't Ares "spawn" buildings via a weapon or animation? Would be more useful, since then the 1x1 building can also get Bib=yes, so it is passable.
The infantry mine would be only "passable" for crusher vehicles if I'm not mistaken.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Dec 24, 2014 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Via weapons/anims, nope. Only with SWs. And I agree with Graion but you do have a point about Speed=1. Maybe Speed=1 and a very long AE zero-ing the movement?

_________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Dec 24, 2014 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Via good use of GuardRange, Range and AreaFire=yes, human mines will never move (except if they're crowded around the layer and the layer wants to get out of the minefield, then they scatter away to give layer a route to get out). AI mines do move around I acknowledge that - seemingly AI-spawned infantry are not on guard but something else to attack a dedicated target regardless if there are 30 other around - but I doubt any of you cares about AI that much.

_________________
"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...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Dec 25, 2014 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wasn't there something about default to guard tag? Or that doesn't work with AIs? Haven't modded for quite a while. Getting rusty.

_________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Dec 25, 2014 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dunno, if DefaultToGuardArea changes it, I never bothered about it.

_________________
"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...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1670s ][ Queries: 11 (0.0076s) ][ Debug on ]