Posted: Thu Jun 10, 2021 8:39 am Post subject:
Special armor 1 & 2 to make triggers -Vanilla YR
Update: Partially solved, new problems - scroll down
TL:DR Anyone know why my gat logic stops working when i change my single purpose warheads from one armour to another and set the target (enemy vehicle) to that armor also?
Every other unit with modified warheads to target that specific armour work, but mine wont
I change it all back and its fine again - I'm only swapping the values
I'm Working on a project where I want to create an oil recovery unit to drive to where there was once oil and revive it.
The idea is in a 2v2v2v2 naval game, you capture oil and compete for resources
Sometimes you loose an oil
I don't want a unit that can just deploy into an oil derrick - That's not what this is about The Idea is oil can only be extracted from specific sites ( like in the real world )
My idea employs ini edits and triggers
The mechanism relies on having a submerged unit with no image which belongs to the neutral house THIS UNIT HAS Armor=special_2
It also relies on having a player built vehicle which is expensive (Oil Recovery Unit : ORU)
THIS UNIT HAS Armor=special_1
The idea is the submerged unit cannot move and has a weapon that can fire on land only and targets special_1Only
It deals 1 damage with a splits weapon that deals -1 damage via unique warheads
When a unit with special_1 armor gets within VERY SPECIFIC range Parameters it "in theory" attacks it
The attack from the civilian house to the ORU should provoke a response
The response is a weapon that can only target Armor=special_2
The exchange of attack should run the trigger and spawn an oil
I got the triggers working - however something is wrong with my INI code
What actually happens is neither of them can target each other
The Hidden unit can kill terror drones but not the ORU which has the correct armour
The ORU can kill nothing
Please have a look at my code - I have tried many edited projectiles - Any advice is much appreciated
-OilAttention is fired by civilian submerged FTRK
-OilAttentiondebt is the split to do negative damage
-OilTrigger is fired by the human controlled ORC
[OilAtWH]
CellSpread=.5
PercentAtMax=.8
Wall=no
Wood=no
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,100%,0%
Splits=yes ; so it retargets
RetargetAccuracy=100
RetargetSelf=no
Cluster=1
AirburstWeapon=OilAttentiondebt
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%
[OilAtWH2]
CellSpread=.5
PercentAtMax=.8
Wall=no
Wood=no
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,-100%,0%
Splits=yes ; so it retargets
RetargetAccuracy=99
RetargetSelf=no
Cluster=2
AirburstWeapon=JetSplit
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%
[OilRecoveryUnit]
Image=SMCV
UIName=Name:ORU
Armor=special_1
NavalTargeting=2
Primary=OilTrigger
Strength=1000
Prerequisite=FACTORY
TechLevel=10
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
CrateGoodie=yes
Cost=3
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVSovietSelect
VoiceMove=MCVSovietMove
VoiceAttack=MCVSovietMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
CrushSound=TankCrush
DeploySound=PlaceBuilding
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
Splits, Retarget, Cluster, and Airburst all belong on the projectile, not the warhead which is part of why it won't split, the other reason being is I don't think an Inviso projectile can split.
Take Cloakable off the [FTRK], you can't see it thats why nothing can target it and give OilTrigger some Damage=, but if that doesn't work try giving [FTRK] a dummy image of a 1 pixel voxel.
You're clearly already using Ares for Retarget, so just remove Land/NavalTargeting and Underwater and create a new armor for each unit.
Code:
[ArmorTypes]
FTRKArmor=0%
ORUArmor=special_1
[OilRecoveryUnit] (should really rename this to [ORU]
Armor=ORUArmor
I really don't think [OilTrigger] should have 50 range either, but that's on you. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Thanks for your reply - Whoops, I knew i stuffed up those splits!
I'm not actually using ares - Just vanilla YR I thought Retarget was applicable to YR?
Feel free to watch the low res video to see how the MCV unit with terror drone armour is not being killed https://youtu.be/TWWwEVh7Fyc
I will do some retesting with the [OilRecoveryUnit] ORC giving it Sensors and see what happens
In the meantime i'm trying to find out why the armour targeting works for drones and not the new unit which (shares the armour with drones)
Btw the range is not final - just for testing
Iv'e since abandoned this and have instead opted for a nuetral air unit as naval targeting and passive acquire on land is not possible according to my tests
The problem now however is i need to change the armour of the hidden vehicle
In the video it's special_2 ( missile armour)
v3 is a common thing to be in the air, and to avoid "cheating" in this project, i'd like to change it to special_1
This works fine, however when i change my warheads to suit, the OIL recovery unit cannot get past stage 2 of the gatling logic all of a sudden
For some reason my gattling system changes
[OilTrigger]
Damage=5
ROF=60
Range=12
Projectile=FlakProj2 ; AA bullet shared with Flak Track
Speed=100
Report=FlakCannonAttack
Warhead=OilTrigWh
Anim=GUNFIRE
[FlakProj2]
Image=none
Inviso=yes
AA=yes
AG=no
;AN=no
Shadow=no
Ranged=yes ; Not homing, but ranged -- check fuse, explode if near target coords
Inaccurate=yes ; Bullets do not snap onto targets when "close enough".
FlakScatter=yes ; This weapon scatters its shots.
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no
High=yes
[OilTrigWh]
CellSpread=1.0
PercentAtMax=.1
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,100%,0% ; no buildings
AnimList=SMKPUFF
Does this all look right to someone?
It wont target special_1 in the air- can't even force fire - other weapons will - tested and modified other too and swapped etc
My unit just cant do it
If i change it to Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,100% - it targets special_2 fine QUICK_EDIT
Why not go with offshore oil deposits as buildings that need to be captured and upgraded?
All you need is an amphibious engineer, the art for an oil deposit, and the a structure to use as an offshore oil platform.
Basically, the oil deposit would be a dummy building that you would send an engineer into. Once you've captured it, you can build an oil platform on top of it as a building upgrade.
Alternatively, you can use Ares' Rubble. Here the Oil deposits would be dummy buildings belonging to the Neutral side. These buildings are effectively the 'rubble' form of Oil Platforms. Since the Neutral house is allied with everyone, any player can send an engineer into it to 'repair' the Rubble into its original form, which is the Oil Platform. If the platform gets destroyed, it returns to the Oil Deposit form.
In either case, you'll need an amphibious engineer. Perhaps an engineer on an inflatable boat. QUICK_EDIT
I'm not sure if you read the title correctly but thanks for the reply. This is for cncnet with the results restricted to modded map ini edits only. No art, no ares QUICK_EDIT
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