Posted: Mon Jan 06, 2020 10:36 pm Post subject:
SpecialPower to increase production speed?
Subject description: possible?
Mental Omega has ability to switch off all factories for 1 minute and get money. algorithm is not hard to understand: hunterseaker mechanic + emp on buildings + attach visual effect.
that made me wonder if it's possible to create SpecialPower that increases production of factories/barracks for some time via Ares mechanics?
hope smb experienced can give me some hints, if there are any, 'cause i found no obvious way. QUICK_EDIT
iirc the MO superweapon is just a EMPulse Cannon that fires on firer itself and get all factory disabled (EMPed), no hunter-seeker is needed, so it has nothing to do with the production speed. QUICK_EDIT
Production speed increases with the number of factories present.
Even in TS without Ares you could do something like this, by using the HunterSeeker to auto-deploy into a dummy structure.
The dummy structure being a certain Factory type and having a dummy ActiveAnim which kills the building after a certain duration. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Production speed increases with the number of factories present.
Even in TS without Ares you could do something like this, by using the HunterSeeker to auto-deploy into a dummy structure.
The dummy structure being a certain Factory type and having a dummy ActiveAnim which kills the building after a certain duration.
i was thinking about this as only variant i could imagine, but thought maybe there is other way.
main problem for me - i don't know how to create invisible-dummy structure that doesn't take place. all "examples" i could find in mods are about spawning some actual units. can you advice me some tutor or example for research? QUICK_EDIT
I don't know any tutorial for this.
I'm also not that familiar with the more advanced modding possibilities in RA/YR with Ares.
In TS i would make the HunterSeeker a normal vehicle with
Turret=yes
ROT=100
DeploysInto=DUMMYBUILDING
Primary=DeployWeapon
DeployToFire=yes
[DeployWeapon]
Range=255 ;to auto-attack any target on the map
ROF=1
Damage=1
Projectile=Invisible
I recommend having the HS deploy like LKO suggested, but with a 0x0 foundation for the building.
Not sure how that'd impact the building's anims and the anims then damaging and destroying the "fake" building. Last edited by TAK02 on Thu Jan 09, 2020 2:16 pm; edited 1 time in total QUICK_EDIT
I recommend having the HS deploy like LKO suggested, but with a 0x0 foundation for the building.
Not sure how that'd impact the building's anims and the anims then damaging and destroying the "fake" building.
You wouldn't be able to use that approach to destroying it if you use 0x0 footprint as those buildings cannot receive damage from warheads like usual, likely a consequence of how damage from warheads is applied on buildings based on CellSpread and Foundation. Only workable method of erasing 0x0 dummy buildings like this is having them fire off a weapon with Suicide=yes.
Making dummy building a factory isn't gonna come without problems either. Particularly with VehicleType (and maybe InfantryType but I can't recall for certain at the moment of typing) factories, units can be kicked out from non-primary building factories if the primary one is busy and you are constructing units with fast building speed (a problem that is only exacerbated by owning multiple factories of same type). This would include these 'dummy factories'.
On overall I would say this idea isn't very feasible currently. Affecting cost on other hand would be, just basically combining this temporary dummy building logic with Industrial Plant, but that wouldn't affect build speed at all. _________________ QUICK_EDIT
You wouldn't be able to use that approach to destroying it if you use 0x0 footprint as those buildings cannot receive damage from warheads like usual, likely a consequence of how damage from warheads is applied on buildings based on CellSpread and Foundation. Only workable method of erasing 0x0 dummy buildings like this is having them fire off a weapon with Suicide=yes.
i'm quite curious where such invisible 0x0 building will appear? lets say it's spawned via special power, so it's ought to appear close to building that has this SP as it's superweapon?
Starkku wrote:
Making dummy building a factory isn't gonna come without problems either. Particularly with VehicleType (and maybe InfantryType but I can't recall for certain at the moment of typing) factories, units can be kicked out from non-primary building factories if the primary one is busy and you are constructing units with fast building speed (a problem that is only exacerbated by owning multiple factories of same type). This would include these 'dummy factories'.
was thinking about that too. that's why asked if there is some other, non-extra-factory way.)
the workaround could be setting production multiplier to be not more than minimum number of factories can handle, but that's still a handicap and workaround. QUICK_EDIT
Another workaround would be giving BuildLimit=1 to factories, using a one-time use Unit Delivery SW to deliver a 1x1 factory structure next to said factory (thus giving you 2 factories of the same type activating the global), and changing the global factory boost to accomodate. The reason it should be 1x1 is to both have it able to be destroyed and for it to function properly as a factory as I believe the game won't let units exit from 0x0 factories iirc (or I could have this backwards and 1x1 doesn't work). Bonus points for making it look like it fits of course.
EDIT: Obviously this doesn't come without the drawback of players only being able to make a factory if the previous one is destroyed. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Making dummy building a factory isn't gonna come without problems either. Particularly with VehicleType (and maybe InfantryType but I can't recall for certain at the moment of typing) factories, units can be kicked out from non-primary building factories if the primary one is busy and you are constructing units with fast building speed (a problem that is only exacerbated by owning multiple factories of same type). This would include these 'dummy factories'.
was thinking about that too. that's why asked if there is some other, non-extra-factory way.)
the workaround could be setting production multiplier to be not more than minimum number of factories can handle, but that's still a handicap and workaround.
That is easily preventable by making the dummy factory have Owner=Neutral.
This way only vehicles with Owner=Neutral are able to leave that factory, which the player doesn't have/build.
The dummy unit deploying into the factory doesn't care about the factory owner and deploys anyway.
if you then got a unit build quicker than the present factories can kick them out, the unit gets 100% refunded instead of kicked out from the dummy building. _________________ SHP Artist of Twisted Insurrection: Nod buildings
That is easily preventable by making the dummy factory have Owner=Neutral.
This way only vehicles with Owner=Neutral are able to leave that factory, which the player doesn't have/build.
The dummy unit deploying into the factory doesn't care about the factory owner and deploys anyway.
hmm.. that's really interesting information!
so in example with 2 normal factories and 1 modified-factory, with quite same code but Owner=Neutral(not even dummy, proper building) = this 1 will add to global production speed, but will not try to let exit any unit of player, as they aren't neutral, right? QUICK_EDIT
correct,
it's the same reason why you can't get soviet vehicles out of an Allies warfactory.
If you have 100 Allies factories and only 1 soviet warfactory, you can produce Apocs in no time, but are limited by the speed, that single factory kicks them out. _________________ SHP Artist of Twisted Insurrection: Nod buildings
correct,
it's the same reason why you can't get soviet vehicles out of an Allies warfactory.
If you have 100 Allies factories and only 1 soviet warfactory, you can produce Apocs in no time, but are limited by the speed, that single factory kicks them out.
Ah, so THAT's why that happened. I remember being baffled by this decades ago when I first started playing RA2. You learn something new everyday. QUICK_EDIT
Just set the Allied WF as primary, that'll fix it _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
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