Posted: Wed Dec 03, 2008 4:02 am Post subject:
PowersUnit
Subject description: a theory I am pondering.
I saw on ModEnc that the tag PowersUnit is applicable to all TechnoTypes (Buildings, Vehicles, Aircraft, Infantry, etc.) but is really only used by BuildingTypes.
I am in the middle of designing a system where one of my factions has Radar-controlled Anti-air/Anti-tank cannon, and if the named "Radar Array" gets destroyed all of those guns go offline. (Making either redundant Radar Arrays a useful strategy or by protecting that building quite well)
Before I test however, can a BuildingType such as the anti-air/anti-tank gun be a PoweredUnit? Could the BuildingType power another BuildingType?
Or is this simply out of reach as an idea? In theory it should work according to the source. QUICK_EDIT
I think a unit can only be powered if it has a Hover Movement and PoweredUnit code.
I've had the chaos drone powered to a napsis, so I don't think a unit needs be a hover type. _________________ The superiority of my rank will never change
~ Know it Last edited by kgb123 on Thu Dec 11, 2008 2:49 pm; edited 1 time in total QUICK_EDIT
Your idea was sound, however, I would have thought it obvious that the tag "PowersUnit" pertains to a "unit-type" and not a "building-type" hence the word "PowersUnit" Although, I would wish anyone luck getting the tag to work with infantry types.
Still, it's not a complete waste of time, your failed research will help provide useful reference to other amateur modders alike. _________________ The superiority of my rank will never change
Why is it failed? Any conclusion, negative or positive, is a conclusion. It allows more detailed research into what has happened.
Calling it failed is uncalled for - this research, I would say, has given us a control: We now know that the game freezes on these specific edits.
Trial and error, or the Scientific method.
/rant QUICK_EDIT
This being a negitive conclusion would no doubt be considered tantamount to failure. However there is nothing wrong with investigating a dead end, but do not be surprised if that research leads to nowhere. You may feel 'failed' is too a strong word, but what is clear - is that the author accepts the "hypothesis was wrong"
i.e. the author failed to establish a compatible working relationship between theory and ra2yr limitation.
Because that is what the westwood label says you fool... Don't lecture him, he's doing something called experimentation, this is when you try something to see what happens then record the results. This is why we know about bacteria, atoms, gravity and lots of other things.
Never let what you're told is possible be the limit, see what can actually be done instead of being a mindless drone and believing everything you're told. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
I gots an idea! How about having the building spawn a unit and have that unit have the tag PowersUnit? I don't know exactly how you'll do it, but maybe something like the aircraft carrier, and the unit could be invisbile/immune? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Because that is what the westwood label says you fool...
I dont know who you are addressing... the only fools here- are those that wish to talk of their rulesmd as if it were a university thesis... I appreciate the need to experiment, and as stated I even had a go of the idea myself, did you? Unfortunately I do feel that outside the realms of either rockpatch or no0dlepatch, there is little room for certain expectations within the vanilla dimension.
Quote:
Don't lecture him, he's doing something called experimentation
So.. this author felt the need to leave an opinionated critique on my thread, so now I am obliged to return the service to his.
If anyone has a problem with how I dish out constructive criticism, please come and see me in my ready room.
/Captain's Log of Lol. _________________ The superiority of my rank will never change
Never let what you're told is possible be the limit, see what can actually be done instead of being a mindless drone and believing everything you're told.
QFT.
I don't take very many things at true face value when it comes to modding.
I have a list of things that are actually WRONG when written on ModEnc/DeeZire INI Guide.
Among the most prominent:
Fighter=yes actually does parse and use ROF=.
It just uses it differently. ModEnc says Fighter=yes ignores ROF=. How can you call it ignored when it is just used in a different manner?
(FYI: ROF= on a Fighter=yes aircraft delays the time it takes to shuffle between shots. Once the time elapses, the aircraft shuffles and decrements 1 point of Ammo= and shoots again. This will persist for as long as the aircraft has Ammo=. While waiting between shuffles, the AircraftType with Fighter=yes will move in a straight line from the direction it came to shoot from.) QUICK_EDIT
Have it spawn a unit with omnifire=yes and like no locomotor, that way it will be stuck on the turret yet can still hit everywhere. You could have it invisible, or if you want the power down animation, I guess make the turret invisible and have the unit be the image? So the unit will be there, shooting at things, being stuck where the turret is, and when the enemey spy is sappin' your building, the turret's unit shuts down. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Posted: Sat Dec 13, 2008 10:22 pm Post subject:
radar array
I saw your topic and was intrigued so I browsed around the modenc and spotted this..... PowersUpBuilding. I have no clue what it means but this is the whole piece from it..
PowersUpBuilding
Specifies the structure that this BuildingType 'upgrades' by plugging into it.
maybe you can find out what this means and attach something to the flak cannon or sam missile to power all down when your building is destroyed.
I have no intention of building something like this or even steal your idea. I know my way around the rules to add stuff, but not build a new building, thought maybe I'd toss my 2 cents worth in maybe my dumbass has a purpose , lol QUICK_EDIT
@Nikademis
hmm... I believe that wouldn't work, as it is for upgrades, and they're also buildings, and can't use be put in PowersUnit= either.
I have an idea to Team SomeGuy's original problem; having a stuck unit, instead of shooting, handling this transfer using tesla trooper logic and PowersUnit logic. Also use so that these will only be killed by building destruction.
Disadvantages
A)you sacrifice an existing warhead, so they will destruct properly (unless you use RP/NP)
B)take out tesla troopers powering tesla coils, or they'll also power up these turrets.
C)will make a space beside the turrets impassible, being where the secret unit is.
D)this may very well be completely flawed, broken, and just make some IEs...
Big Example o' code
The unit that powers the cannon
Code:
[POWRCNN] ;powers the cannon
;after all the normal tags
Image=(something invisible?)
Speed=0
Strength=10000 ;so its not destroyed by collateral damage easily
Primary=(any weapon, won't be used)
Secondary=POWRCNNWEAP
Armor=(the unique armor type you choose for this)
PoweredUnit=yes
Invisible=yes
LegalTarget=no
[POWRCNNWEAP]
;after all the normal tags
Damage=1337 ;because of electricassault on WH, this value won't matter
Warhead=POWRCNNWH
[POWRCNNWH]
;after all the normal tags
ElectricAssault=yes ;uses tesla trooper logic
the cannon stuff
Code:
[YOURCANNON]
;after all the normal tags
Overpowerable=yes ;uses tesla trooper logic
FreeUnit=POWRCNN
Explodes=yes
DeathWeapon=YOURCANNONDEATHWEAPON ;will clear up the POWRCNN
[YOURCANNONDEATHWEAP]
;after all the normal tags
Damage=999999 ;higher than strength, won't matter how much higher
Warhead=POWRCNNDESTROYER
[POWRCNNDESTROYER]
;after all the normal tags
CellSpread=1 ;will reach it
Verses=(100% on the POWRCNN armor, 0% on all else)
;;or set the above to 0, and make an EVerse of it to 100%, for the RP/NP
your array
Code:
[YOURRADARARRAY]
;after all the normal tags
PowerUnit=POWRCNN
So since powersunit doesn't work on buildings, so make it power up a unit, and that unit powers up the building.
So, could this, for some reason actually work? Or will just fail... QUICK_EDIT
I remember the expanding the limits of the powered=yes tag on the ares bugtracker... How hard would it be to expand it to buildingtypes? _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
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