Posted: Mon May 30, 2016 12:08 pm Post subject:
Self CLoaking or area cloaking SimpleDeployer
Question is:
1.How to create a Simpledeployer that autofires a self-cloaking weapon or a weapon that steadily or silently cloaks certain units araound it.
2. Can you disable the cloaksound on a unit basis?
Problems are:
1.it doesn't autofire
2.it only cloaks nearby units
3.if i make it a non-simpledeployer it will autofire don't have the turret change and not cloak himself and the cloaking will happen to the units around it in a way, that those units will cloak and decloak always creating the cloaksound - the adjustment of the atacheffectduration and ROF will not sync finto a flawless cloak state...
... it did not work to give an attachanimation a cloak warhead
... AttachEffect.Cumulative= had no helping effect
my try:
; Medium Tank
[MTNK]
Deployer=yes
DeployFire=yes
DeployFireWeapon=1
DeploySound=SlaveMinerDeploy
UndeploySound=SlaveMinerDeploy
;DeployingAnim=CLOAK
UnloadingClass=GTNK2
IsSimpleDeployer=yes
;DeploysInto=GTNK2
Bounty.Value=350
Bounty.Display=yes
CivilianEnemy=yes
Survivor.Pilots=2
Survivor.Side0=E1
Survivor.RookiePilotChance=50
Survivor.VeteranPilotChance=50
Survivor.ElitePilotChance=0
Crewed=yes
UIName=Name:MTNK
Name=Grizzly Battle Tank
Image=GTNK
Prerequisite=GAWEAP
Primary=105mm
Secondary=SelfStealth
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
CrateGoodie=no
Owner=Germans,Americans,Alliance
;ForbiddenHouses=British,French
RequiredHouses=Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE
BuildTimeMultiplier=1.5;Individual control of build time
DamageSelf=yes
; Medium Tank
[GTNK2]
Cloakable=yes
;CloakingSpeed=3
UIName=Name:MTNK
Name=Grizzly Battle Tank
Image=GTNK2
Prerequisite=GAWEAP
Primary=105mm
Strength=300
Category=AFV
Armor=light
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
BuildTimeMultiplier=1.5;Individual control of build time
AllowedToStartInMultiplayer=no
DamageSelf=yes
DeployFire=yes
IsSimpleDeployer=yes
AttackFriendlies=yes ; when scanning for targets, won't differentiate between allied or not, and also doesn't need control pressed to get attack cursor on friends
AttackCursorOnFriendlies=yes
[SelfStealth]
Damage=1
ROF=500
Range=1.5;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target
Projectile=InvisibleAll
Speed=100
Warhead=SelfStealthWH
FireOnce=yes
OmniFire=yes
AreaFire=yes
to give it the mirage weapon (Makeupkit) doesn't work as well because it won't autofire and the tree animation doesn't really show up, it just flashes white ... QUICK_EDIT
sad thing is: for the decloaktofire logic to work, the unit itself (not the deployed image) has to have cloakable=yes ..
No, it doesn't have to.
Ich-Henker wrote:
1.it doesn't autofire
Because you gave it melee range. It will only fire when something comes near.
Ich-Henker wrote:
2.it only cloaks nearby units
Because the unit won't cloak itself until the cloaker weapon ROF counter finishes (and you have it 500 ROF). Plus, dealing damage to itself, the unit will uncloak immediately. Thus, no cloaking for the weapon's firer.
Ich-Henker wrote:
3.if i make it a non-simpledeployer it will autofire don't have the turret change and not cloak himself and the cloaking will happen to the units around it in a way, that those units will cloak and decloak always creating the cloaksound - the adjustment of the atacheffectduration and ROF will not sync finto a flawless cloak state...
It doesn't cloak itself for the reason i mentioned above.
If your ROF is so much higher than the AE duration, you will never get the constant cloak effect.
For what you want, you better use a deploys-into-structure cloak generator, or just use CloakStop=yes.
Ich-Henker wrote:
to give it the mirage weapon (Makeupkit) doesn't work as well because it won't autofire and the tree animation doesn't really show up, it just flashes white ...
I hope you're not trying to combine IsSimpleDeployer with disguise logic, as they were never meant to work together. QUICK_EDIT
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