Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Wed May 04, 2005 10:36 pm Post subject:
It was like a Firestorm-type weapon, wasn't it? It would charge up and when low on power you'd activate it, repowering your base until it lost charge. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
wtf is auxiliary power? like power turbines?
Is it somethink like in genrals you can overcharge the china power plant? but in ts theres no backups for power. QUICK_EDIT
TerroR check conquer and look at the unused battery icon, i think it was meant for nod due to high power drain but no probably doesn't work. _________________ QUICK_EDIT
Actually, it might be possible if you make a defence structure that requires no power, but in times of power loss will undeploy and redeploy into a similar looking structure(possibly by means of a power dependant null weapon) that provides some power, with a primary weapon (no damage, of course) limited by ammo. when that runs out, it would fire a secondary weapon with a self destructing warhead.
If that works, you would go low power, then your structure would power up, show a pip scale slowly going down, exploding when it reaches zero
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Mon Jun 13, 2005 6:20 pm Post subject:
I have a method that could possibly work (yours won't I'm afraid, Shadow, but it's a good idea).
The Hunter Seeker logic could be used to deploy an invisible unit with a dummy weapon that causes it to deploy. This structure will give off a great deal of power, but has an active animation that causes the unit to loase health and self-destruct. I don't know whether HS units need to be given a command before they do anything, it's just a suggestion. There's only one possible bug if it works. The building's power will slowly go down as it's getting damaged and not stay constanly full. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Jun 13, 2005 6:34 pm Post subject:
You need to order it to deploy,but,you COULD try to make GDIHunterSeeker=POWER(For example),and make [POWER] an invisible building,which terminates itself after a certan amount of time with an invisible animation,then the power goes back to normal.) _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Jun 15, 2005 12:03 am Post subject:
At a stage when the game was a virgin to big corporate rape? ah..that stage. good times,man..*sniffle* _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
you cant make it deploy without you give the command to do manually.
but maybe i can do a unit called "Solar Array" or something...
if i dont add some buildup i wont be able to undeploy and i could make it not repairable.
if i set techlevel=-1 and remove all other units from the "appear in crates" list it should work...
ill try tonight and post results tomorrow. _________________ leader of the World War III TC for TS
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