Posted: Sat Feb 27, 2021 7:37 pm Post subject:
Replicating Magnetic Singularity RA3
Here is the video. It works better after numerous tests. The only issue is sometimes the magbeam works pulling unit toward the magnetic field but sometimes don't.
Isn't below on a warhead is enough? or because EMP disrupted the locomotor beam?
Nice! So you used the initial payload magnet trooper?
Btw the effect looks really nice I like how it attacks the buildings and uses the electric bolt really really nice colours. I’d make the main circular graphic a tad more transparent to not overwhelm or over play the effect.
That unused rocker tag (god i forget it’s name) also prevents the unit from retaliating. But not sure if it could be combined with a magnet.
As for your issue sir maybe try the EMP as an attached effect and not part of the same weapon providing locomotor have the locomotor warhead attach the EMP through an animation. So that the two parts function independently. They appear to be dropped as soon as the EMP Activates perhaps because the target vehicle had changed state, similar to how parasite attacks will be stopped. Now vanilla you can levitate an offline robot tank, so you should be able to levitate any offline EMP vehicle, but perhaps the application of the effect ends the levitations constant attack.
Alternatively. If you are using initial payload on the unit carrying the levitation units. Then the primary weapon of this initial payload vehicle can be constantly applying EMP through cell spread like desolator. While the guys on the inside only provide the locomotor. Be sure to target AA. ( think about how a Gatling tank can AA target a levitating unit without disturbing the locomotor )
One more method would be to apply the EMP when the enemy unit is pulled into the circular graphic. Here Only when it is within the circular graphic should the unit be disabled maybe it will work by warhead on the graphics animations. Perhaps using the same weapon that eventually destroys the initial payload vehicle.
If it turns out to be the case that the EMP always disrupts the levitation process, then a final suggestion would be to make sure the EMP is applied in one dosage; as the weapon is cast; EMP all units in cast radius, and then spawn the unit to provide levitation. But in this case when outsiders decide to drive into the EMP while it is functioning, it will not disable them but only drag. QUICK_EDIT
If you need EMP for disabling units entering the area effect, I'll support AnimalMan's advice to add another infantry type in the InitialPayload, using either AreaFire or Dropping and Cluster=1 combination, preferably the former.
Besides, any unit being lifted by a locomotor warhead is already incapacitated, and would make EMP redundant. I've seen more than enough instances of Magnetron towers juggling vehicles, and the vehicles are all helpless if there are outnumbered by the Magnetrons.
Thanks for your advice. I will surely try them. Right now they are initial payload on a plane (plane has no weapon and flightlevel=1 so it is nearl stick to the ground. I can't use building because building range will override all the weapon range and ignore the minimum range so I put them as openttoped instead.
I can't make them to spread fire evenly even DistributedFire=yes they all still attack the same target once and jump to another instead of spreading all guns to all enemies.
So I have to splits all unit'sweapon to each armor type that way you can see many electricbolt came out and attack many enemies within range at once.
And what you see this spawn unit is civilian side not invoker because if I spawn invoker they will never hit the building on their own unless BuildCat=Combat is set.
Let's talk about code. It will be a long one. This is the old version and I will use change the animation damage to areafire as you suggested.
And apply the animation damage as suicide to kill this magnetic by itself.
Currently I am spawning a unit and the controller which will blow itself under the opentopped unit and kill them off. I can't believe I forgot the areafire, it is much easier and less frustration for this kind of thing.
Here is the code, feel free to try and let me know what number or what needs to be changed.
; Magnetic Singularity Selector
[MAGNETCONTROL]
AttachEffect.Animation=MAGNETICSINGANIM
AttachEffect.Duration=-1
ForceShield.Modifier=0%
IronCurtain.Modifier=0%
HealthBar.Hide=yes
Image=BULLET2
FlightLevel=1
FlyBack=true
Name=Magnetic Singularity Selector
Strength=4000
Category=AirLift
Armor=MagnetImmune
TechLevel=-1
OpenTopped=yes
Sight=10
Sensors=yes
SensorsSight=10
Cursor.Move=Move
Cursor.NoMove=Move
Cursor.Deploy=Move
Cursor.NoDeploy=Move
Cursor.Enter=Move
Cursor.NoEnter=Move
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
Speed=3
Survivor.RookiePassengerChance=0
Survivor.VeteranPassengerChance=0
Survivor.ElitePassengerChance=0
;PitchSpeed=0.9
;Primary=ParticleBomb
PitchSpeed=0.9
PitchAngle=15
Owner=British,French,Germans,Americans,Alliance
Cost=1
Points=20
ROT=50
Crewed=no
Passengers=60 ;24
InitialPayload.Types=MAGNETSHK,MAGNETSHKA,MAGNETSHKB,MAGNETSHK2,MAGNETSHK2A,MAGNETSHK2B,MAGNETSHK3,MAGNETSHK3A,MAGNETSHK3B,MAGNETSHK4,MAGNETSHK4A,MAGNETSHK4B
InitialPayload.Nums=5 ;2
NoManualUnload=true
NoManualEnter=true
Selectable=no
ImmuneToEMP=yes
DistributedFire=yes
IsSelectableCombatant=no
CrateGoodie=no
NoShadow=yes
GuardRange=30
Explodes=yes
ConsideredAircraft=yes
AmbientSound=MagneticSingSoundLoop
AirportBound=no ; If I ever need to land and there are no airports I crash because I can only land on them
;Explosion=PCBEAMEND2
MaxDebris=0
MinDebris=0
CrashingSound=
ImpactLandSound=
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0
SpecialThreatValue=1
DamageParticleSystems=none
;AuxSound1=DropshipTakeOff ;Taking off
;AuxSound2=DropshipLanding ;Landing
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
IsSelectableCombatant=no
Trainable=no
Insignificant=yes
; Magnetic Tesla Trooper
[MAGNETSHK]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
; Magnetic Tesla Trooper
[MAGNETSHKA]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBoltA
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBoltA ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
[MAGNETSHKB]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBoltB
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBoltB ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
[MAGNETSHK2]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt2
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
=CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt2 ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
TechLevel=-1
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
[MAGNETSHK2A]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt2A
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt2A ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
TechLevel=-1
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
[MAGNETSHK2B]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt2B
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
=CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt2B ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
TechLevel=-1
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
; Magnetic Tesla Trooper
[MAGNETSHK3]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt3
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt3 ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
DefaultToGuardArea=yes
HasStupidGuardMode=false
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
[MAGNETSHK3A]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt3A
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt3A ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
DefaultToGuardArea=yes
HasStupidGuardMode=false
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
[MAGNETSHK3B]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt3B
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt3B ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
DefaultToGuardArea=yes
HasStupidGuardMode=false
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
; Magnetic Tesla Trooper
[MAGNETSHK4]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt4
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt4 ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
[MAGNETSHK4A]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt4A
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt4A ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
[MAGNETSHK4B]
;UIName=Name:SHK
Image=SHK
Name=Shock Trooper
Category=Soldier
Primary=MagneticBolt4B
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
OccupyWeapon=MagneticBolt4B ; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Crushable=no
Strength=130
Armor=immune
TechLevel=-1
CanPassiveAquire=yes
CanRetaliate=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=8
DetectDisguise=yes
DetectionDistance=8
OpportunityFire=yes
GuardRange=7
DefaultToGuardArea=yes
HasStupidGuardMode=false
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
;HealthBar.Hide=yes
;Selectable=no
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
Trainable=no
AllowedToStartInMultiplayer=no
IFVMode=6
DistributedFire=yes
[ElectricBolt]
Damage=50
ROF=60
Range=3
Speed=100
Warhead=Shock
Report=TeslaTroopAttack
Projectile=InvisibleLow
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
I have never used droppod for any super weapon so I am not familiar with it.
I see why you have used an aircraft (to prevent the destruction of the unit when cast on top of a building) but since we have magnet trooper as infantry; it may be possible to land the effect using a small squad of invisible magnettroopers with primary and secondary being electric bolt and locomotor. (Again this will depend on how drop pod creates infantry when cast on or close to obstacles) and may let you add a layer or randomness to the effect. DropPodMinimum/DropPodMaxium, while it seems also DropPodTrailer= Might provide a window to instance the important pre-attack animations. If this method is more suitable, and drop pod infantry locate around obstacles if targeted, it may even look nice to have the magnet infantry themselves appear as electrified miniature black holes that spawn close or near to the main animation.
^^^
I hope this method works, since this way you dramatically reduce the amount of code needed which is great for reducing code navigation stress in the future.
———
If this doesn’t work well^^^ and you keep initial payload, you could always kill the initial payload vehicle instantly, and release the magnet troopers; so they can auto acquire multiple targets correctly before they themselves are killed. ( maybe with 0 movement speed, or special SpeedType, the magnet troopers won’t scatter on release and each magnet trooper can have the same weapon and warhead ) QUICK_EDIT
I have never used droppod for any super weapon so I am not familiar with it.
I see why you have used an aircraft (to prevent the destruction of the unit when cast on top of a building) but since we have magnet trooper as infantry; it may be possible to land the effect using a small squad of invisible magnettroopers with primary and secondary being electric bolt and locomotor. (Again this will depend on how drop pod creates infantry when cast on or close to obstacles) and may let you add a layer or randomness to the effect. DropPodMinimum/DropPodMaxium, while it seems also DropPodTrailer= Might provide a window to instance the important pre-attack animations. If this method is more suitable, and drop pod infantry locate around obstacles if targeted, it may even look nice to have the magnet infantry themselves appear as electrified miniature black holes that spawn close or near to the main animation.
^^^
I hope this method works, since this way you dramatically reduce the amount of code needed which is great for reducing code navigation stress in the future.
———
If this doesn’t work well^^^ and you keep initial payload, you could always kill the initial payload vehicle instantly, and release the magnet troopers; so they can auto acquire multiple targets correctly before they themselves are killed. ( maybe with 0 movement speed, or special SpeedType, the magnet troopers won’t scatter on release and each magnet trooper can have the same weapon and warhead )
From what I tried, since my electric/magnetic troops are scattering around the area, some of them are crushed by magnetic troop gun (falling tank).
So what I see possible might have to use the building with placeanywhere=yes is set, spawn many of them since 1 building have 1 gun (no initialpayload), they can work on their own. FireOnce=yes should let them seek new target for every shot count. I believe. This should reduce some of the code down because they aren't rely on DisttributedFire anymore. Magnetic gun doesn't need FireOnce.
Change from aircraft (opentopped) to the building. The only flaw of opentopped is the unit (plane) will spawn sit next to the obstacle (misplaced) if I am trying to spawn on them. Unlike building with placeanywhere is set they will spawn right through the target area no matter what obstacles are. even on water. Make sure those buildings have immune armor otherwise will see a weird AI reaction lol QUICK_EDIT
I wouldn't recommend using a placeanywhere building, if two buildings occupy the same spot & one of them is destroyed it can cause crashes.
Why cant you just spawn several aircraft & have them use the mag weapon instead of the dummy infantry?
I never know that about building's problem. The reason I did not use many planes because if you are unitDelivery on the occupied space the spawn may occurs on a differ spot or spreading around the area which make it look weird and since units (plane) can't stack on the same spot they would spreading around the area and see that the electric bolt came from many directions. and perhaps may not even inside the magnetic ball. And if possible I want the weapon to become less restriction otherwise it is working as intended I just want it to be more neat and tidy.
Same way when I tried to spawn particle cannon unit on the building but the unit is spawned next to it, not on top. I have to manual the particle cannon myself to fly over the building.
Due to restriction I might have to let it be this way or to avoid the problem. Simply remove the electric part spawn only 0x0 foundation building that has magnetic weapon only and let EMP attach effect do the job and gives EMPulse destroyself weapon. I don't know which one is the best?
The reason Vacumm Imploder is much easier job because they only need magnet guy but mine version each of them has differ minimum range and differ max range so they don't have to shoot the unit that already been dragged into the EMP ball but rather aim for a new units and buildings around.
It just works very well except if I spawn them over occupied area and just sometimes the magnet guy doesn't drag the unit in they just lift and let them go up and down, up and down. Sometimes they do drag all vehicles as intended.
What I think is because magnet guy is in the same plane as electric guy which has DistributedFire=yes set so they will keep aiming for a new unit after it lifted in to the air I believe. I will need to try magnet guy on a differ plane and see how it goes. QUICK_EDIT
Maybe it will pull the unit to its minimum range drop it and retarget in stages. While the next magnet trooper picks it up again.
Like pass the parcel. With each interior troop target all types of armour with only unique weapon per unit.
Also maybe if there is a way to speed up the magnet pull so it pulls them in really fast, then you might be able to do just 1 unit QUICK_EDIT
Maybe it will pull the unit to its minimum range drop it and retarget in stages. While the next magnet trooper picks it up again.
Like pass the parcel. With each interior troop target all types of armour with only unique weapon per unit.
Also maybe if there is a way to speed up the magnet pull so it pulls them in really fast, then you might be able to do just 1 unit
Will do will do... I am surprised that you have a same idea I will try and let you know. QUICK_EDIT
I am thinking too much about the previous one so I remake it and make it more simple but does the same with better animation though. It does lift the tank the previous one sometimes do sometimes don't but this one will do.
wow, this looks amaizing !
do oyu have your own mod or you just playing with ares around ?
I have my own mod but it's quite not really like a mod. It's more like a stuff that I made to push myself over a limit and to push Ares and Phobos more. There are a lot more I am planning to do too. QUICK_EDIT
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