Posted: Thu Jan 08, 2009 10:18 pm Post subject:
deploy/undeploy loop
Subject description: *solved*
I have a tank that has DeploysInto=<some>; the building has UndeploysInto= <tank>; I set it so you can only build the tank.
The tank deploys into building but the building won't further comply.
Am I missing something?
Thanks in advance. Last edited by mireazma on Fri Jan 23, 2009 5:02 pm; edited 1 time in total QUICK_EDIT
[GGTANK] ; mzm - mobile gap generator
UIName=Name:GGTANK
Name=Mobile Gap Generator
Prerequisite=GAWEAP;,GATECH
Nominal=yes
Category=Support
Strength=600
Armor=medium
Primary=none
;Turret=yes
TechLevel=6
Sight=5
Speed=3
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
CrateGoodie=yes
Cost=1000
Soylent=1000
Points=50
ROT=5
Crusher=yes
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;VoiceSelect=MGGSelect
;VoiceMove=MGGMove
;VoiceAttack=MGGAttackCommand
DieSound=GenVehicleDie
;MoveSound=MGGMoveStart
CrushSound=TankCrush
DeploySound=SlaveMinerDeploy
VoiceDeploy=SlaveMinerDeployVoice
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
;Weight=3.5
MovementZone=Crusher
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=no
ImmuneToPsionics=no
ImmuneToRadiation=no
Size=4
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=no
DeploysInto=MGG
DeployFacing=0;0 = N, 7 = NW
Accelerates=false
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=no; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
Parasiteable=yes
Unsellable=yes
Turret=yes
The building:
Code:
[MGG] ; mzm
UIName=Name:MGG
Name=Mobile Gap Generator
BuildCat=Combat
GapGenerator=yes
GapRadiusInCells=6
SuperGapRadiusInCells=6
TechLevel=-1
Adjacent=2
HasRadialIndicator=true
Strength=600
Armor=wood
Sight=5
Points=30
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Power=-100
ExtraPower=-9000
Powered=true
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=4
MinDebris=2
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 150
AIBuildThis=no ; commented out so that it's easier to debug base building
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
BaseNormal=no
UndeploysInto=GGTANK
ClickRepairable=no
DeployFacing=0;0 = N, 7 = NW
;VoiceSelect=MGGSelect
;VoiceMove=MGGMove
;VoiceAttack=MGGAttackCommand
DeploySound=SlaveMinerUndeploy
VoiceDeploy=SlaveMinerUnDeployVoice
Unsellable=yes
Trainable=no
Thanks for replying.
EDIT:
In topic someone suggested the use of some extra dummy building and free unit in order to make the mobile gap generator work; I thought it'd be simpler to just use deploy/undeploy like smin/yarefn use... QUICK_EDIT
Thanks. I tried to change the BuildCat= in order to maybe trick the rally point thing but in vain.
As for the DeployFacing= as the direction setting, it works ONLY if the same value is set to building too. QUICK_EDIT
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