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Harvester with weapon?
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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Wed May 07, 2003 12:00 am    Post subject:  Harvester with weapon? Reply with quote  Mark this post and the followings unread

To anyone who knows anything abt Harvester with weapon, is it possible in TS like the War Miner in RA2...

Though i've not yet try givin the harvester any weapon..
Thanx

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed May 07, 2003 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I've done a harvester with a turret and a laser weapon. It harvests fine, but doesn't fire by itself. when harvesting or driving to or away from a tiberium field. If you want it to attack something, you'll need to tell it by giving it a attack order.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Thu May 08, 2003 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, but this can be a good thing. Since the doesn't fire automaticly, it won't AUTOMATICLY fire at an enemy harvester say if you went to harvest in their field. If it did so, it would attract attention. But when you hear "Our Harvester is Under Attack" you just zoom over to your harvy and tell him to retalliate. They can be deadly with weapons, since they have such powerful armor, so make the weapon a little weak.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu May 08, 2003 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is possible to have and to even make it better than its RA2 counterpart

Simply give it a weapon + turret watever u want and give it a guard range (usually same range as weapons)

and to solve the problem that FinalMoon is talking about give it

HasStupidGuardMode=True

this will me it will only fire when fired upon

there are some other tags you could give it im sure to make it act alot better than what ive simply described but i cant think of them offhand

just mess around with it, and if your really stuck for help ill look into it for u

I like the idea however it wouldnt fit Retro.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri May 09, 2003 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
It is possible to have and to even make it better than its RA2 counterpart

Simply give it a weapon + turret watever u want and give it a guard range (usually same range as weapons)

and to solve the problem that FinalMoon is talking about give it

HasStupidGuardMode=True

this will me it will only fire when fired upon

there are some other tags you could give it im sure to make it act alot better than what ive simply described but i cant think of them offhand

just mess around with it, and if your really stuck for help ill look into it for u

I like the idea however it wouldnt fit Retro.


Nice work Smiff, I'd forgotten about those little tags. But I think it's important to make sure FS and anyone else understands thoroughly what you just said:

Quote:
Simply give it a weapon + turret watever u want and give it a guard range (usually same range as weapons)


Do this to make the harvester have a weapon, and fire every time it comes in counter with another enemy.

Quote:
HasStupidGuardMode=True

Do this to make the harvester only fire when it is fired upon.

Again, nice work Smiff. (and I might just use this in my mod, cuz it would fit!)

Just to keep the question-train going, is it possible to make a subterranean or chrono (using the "K trick") harvester? If so, how, if not, why?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri May 09, 2003 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
HasStupidGuardMode=True


- sir, this line works for buildings only.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri May 09, 2003 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry

NoAutoFire=true

(told u i couldnt remember the exact tags )

my TS Terror drone uses this logic, so that in the future when your trying ot deploy it into a mine it wont constantly try and wonder off and find its own targets Very Happy

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Fri May 09, 2003 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

oh goodie thanx alot...

and hey I was wondering if those tags will allow me to do a Sensor Unit thingy, what I mean it has weapons that have a Report=KLAX1, no damage and TargetLines in unit stats, but I had one problem when it's 'targetting' or 'tracing' an enemy unit, when it's 'weapon' get into out of the range my Sensor Unit tends to chase after the enemy unit, any way to fix this??

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri May 09, 2003 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

The only way to would be to increase the sensor unit's weapon range... but then it's scan radius would be too big. So i don't think there's a solution for this. But i have an idea: combine the deployable sensor array with your sensor unit. Leave the Deployed sensor array (the building) the way it is, just add your sensor weapon (with the same range as the sensorarray). Now it will not only reveal stealth and subterranean units but will also make a warning sound when normal units enter it's scanning area

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri May 09, 2003 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok i dont really follow u

but if u want to make the sensor radius inline with the weapon change the

CloakRadiusInCells=25

if defined as SensorArray=yes this is actually sensor radius

and take a look at the Spotlight Tower in TS Retro for the KLAX thing ur talking about

hope that helps

-SMIFFGIG

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri May 09, 2003 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes that's what i mean the scan weapon he's talking about should be the same as the cloakradiusincells value. so the sensorarray logic will track cloaked and subt units, and the scan weapon will warn for normal units.

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Sun May 11, 2003 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

The only problem is that, I dont want it to deploy, I juz want the unit itself, ah oh well I too could not find a way to do that, thanx anyway...

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue May 13, 2003 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont understand what your trying to achieve exactly
is it a moving unit with sensors ?

if so just give it
Sensors=yes

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Tue May 13, 2003 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, I think he wants a unit that will have a weapon with no damage but the klaxxon sound, so basicly it'll warn when any unit is near. (in range)

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Tue May 13, 2003 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

FinalMoon wrote:

Just to keep the question-train going, is it possible to make a subterranean or chrono (using the "K trick") harvester? If so, how, if not, why?


Er-hem...

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Tue May 13, 2003 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes to the subterranean one, just give it the same movementzone, locomotor etc as the sub APC but it seems to be a bit glitchy for some reason for me, if i remember right from last time i tried it the harvesters just sat outside the refinery not doing anything but only from time to time, most of the time they harvested fine

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue May 13, 2003 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

for the klaxon alarm on harv easy

simply do what i said with giving it a weapon

however make the weapon invisible in all ways (no fire anim or projectile etc) and give it

Report=KLAX1

Smile

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Wed May 14, 2003 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

oh lol.. everythin is getting messed up Razz Ok here is what I wanna do

-Make a 'Early Warning' kinda Unit with TargetLines=yes

-With the KLAX1 as it's Report= for the weapon

-But I dont want the unit to chase it's target

-Want the unit juz to sit where he is(never chase target), and do the warning thingy...

Everything works fine and all that but I had a problem, while the my 'Early Warning' unit is 'tracking' it's target, when it's 'weapon' got out of range it tends to chase the enemy unit it's 'tracking'

Any ideas? Get me me SMIFF Very Happy I hope you do...

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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Wed May 14, 2003 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
sorry

NoAutoFire=true


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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Wed May 14, 2003 6:20 am    Post subject: Reply with quote  Mark this post and the followings unread

aha?? tell you guys what, let's juz scrap this, forget i even ask... i think there's no way for it to work Confused

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed May 14, 2003 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

no firestorm it's impossible to prevent your scan unit from chasing it's target. unless you make it have DeployToFire=yes but you don't want that...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed May 14, 2003 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

you could however give an infantry unit this weapon. add cyborg=yes to prevent the infantry unit from following it's target. however it will still track it's target with the red line. I'm sure you've seen this before.. with rocket infantry for example.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Wed May 14, 2003 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about MobileFire=no?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed May 14, 2003 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean NoMovingfire=yes?? it might only work if the ROF is really high( means low number) other wise it fill stop to fire, move, stop to fire etc

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Wed May 14, 2003 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, but that'd be a big mess =\

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu May 15, 2003 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

yes you'd only hear KLAX1.aud all the time... kind of irritating... Mad

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Thu May 15, 2003 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps we should make a new, less annoying sounding alarm.

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Xtan911
Civilian


Joined: 15 Dec 2004

PostPosted: Wed Dec 15, 2004 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know that this is a very old topic but I have one qeustion.
When I add the weapons to the Harvester by adding

; Harvester
..
primary=..
Secondary=...

When I start C&C TS and build an ore ref. you get a free harvester.
The harvester can shoot but can´t harvest any more.  How do I solve this??

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Skywalker
Soldier


Joined: 08 Dec 2004
Location: in the 41st century SE, thinking up a new chapter of my novel

PostPosted: Thu Dec 16, 2004 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you have two harvesters, a normal one, that you get at whatever techlevel, and with every refinery, and one with a weapon, which can be restricted to, say, level 6 or up. I assume that the armed harvester can harvest if it is not a free unit. I have tried this with three harvesters (Basic, GDI Hover, and Nod Armed Harvesters), but not built either of the latter two. When I tried building the second, I got an internal error.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Dec 16, 2004 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well in TSTW the only harv that CABAL has is a harv with a laser weapon... and it works very well (only sometimes it starts shooting at other harvs on it's tiberium field)

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