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Help needed! : Airstrike base defense
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Void
Medic


Joined: 23 Jun 2015

PostPosted: Sun Jun 28, 2015 10:07 pm    Post subject:  Help needed! : Airstrike base defense
Subject description: or maybe go for spawns?
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Hi
am trying to make a building use an airstrike as a base defence

the problem is, the building doesn't auto target anything, and also I couldn't remove the red effect from the building, am sure my code is all wrong as all i did was copy the exact code from Boris to the building.

Am using it in a special campaign map only.

Should I use spawned units ( like the naval carrier's ) instead of the airstrike?
if so, can anyone help with the code?, and thanks in advance  Smile

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jun 29, 2015 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Spawned units would be better, that only works with a 1x1 building tho.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jun 29, 2015 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Spawned units work with any foundation that has a central cell, as far as I know. 1x1, 3x3 and 5x5 for example.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Mon Jun 29, 2015 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

The building would need CanPassiveAquire=yes, and GuardRange same as weapon range. (Not sure if there must be something more, or if buildings works with airstrikes at all.)

A reason for why spawning is better, is that when the airstrike weapon targets an unit, it targets the ground beneath the unit, and does not update the target if it moves but is still in range.

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Void
Medic


Joined: 23 Jun 2015

PostPosted: Mon Jun 29, 2015 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks!
Tried on 1x1 and it worked out Smile

But i wish it could've been attached to a 2x3 building such as AMRADR Sad

I'll do some trial and error and see what I can get.

The last thing i did was make an invisible unit spawn the units while attaching a trigger to destroy it when that building is destroyed.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 30, 2015 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Spawned units work with any foundation that has a central cell, as far as I know. 1x1, 3x3 and 5x5 for example.

Research into building spawners

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jun 30, 2015 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting. Thanks for the link. Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 30, 2015 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread


MCV in Research into building spawners wrote:
It seems that on buildings, the HORNETs are spawned from the topmost corner square, but insist on landing in the centre of the building. And since these only correspond on 1x1 buildings, the spawned aircraft can't launch.

If I could figure out how to make them be spawned at an offset equal to the centre square, I could see if that works, but I'm seriously doubtful. Sad

Use PrimaryFirePixelOffset or PrimaryFireFLH to set the launching point to the center? Question

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 30, 2015 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

They effect the weapon, which is a dummy only used for targeting. The Spawn location is separately hardcoded.

Ares recently added the ability for jumpjet units to spawn aircraft, I wonder if that also effected buildings...

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