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Deploy artillery by the press of a button
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Boomerang Python
Medic


Joined: 17 Dec 2009
Location: Sweden

PostPosted: Thu Jan 07, 2010 6:19 pm    Post subject:  Deploy artillery by the press of a button Reply with quote  Mark this post and the followings unread

Right, so I'm trying to get this bloody artillery tank to deploy when you press a button, much like the outposts and what not in cnc3, but they're also supposed to be undeployable.

However, I can't seem to get my head around it all, I've been trying to combine a few code bits from other units like the GDI surveyor and some other, and well I've come to the conclusion that I'll need two XML files in order for this to work (deployed version and mobile version obviously).

I'm just not quite sure what I'm doing wrong/right because I have never coded animations in cnc3 before, the thing is that, the button simply won't appear (there's probably a bunch of other problems aswell)..

If you spot anything (most likely) please let me know what I'm doing wrong, so I may learn and fix the problem.
Appreciate the help!


Mobile Version
Code:
x








Deployed Version
Code:
x

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Last edited by Boomerang Python on Sat Jan 09, 2010 2:56 pm; edited 1 time in total

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jan 07, 2010 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know, but wouldn't the MCV be a better unit to base your code around, rather than the surveyor? The MCV deploys and undeploys, so the code is definitely there in some form...

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Thu Jan 07, 2010 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll have a look, if you base the code on the rig.
I won't even begin to look at code based on the surveyor.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Jan 07, 2010 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whats the difference? both units just replace themself with a structure, just like the mxv does.

I tried something similiar once for my Nod spectre, but gave up since the unit will lose their experience everytime they deploy.

If theres no commandbutton, you might want to post the logic command and everything releated to it, too.

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Fri Jan 08, 2010 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Just a tipp, don't want to leak our code, TSR uses the Shadow Team's locomotor toggle to switch between mobile and deployed states.

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Boomerang Python
Medic


Joined: 17 Dec 2009
Location: Sweden

PostPosted: Fri Jan 08, 2010 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, now that you mention it, I'll have a look at the MCV, seeing as it also has the deploy animations already coded in..

I'll have a look at the Shadow team aswell, completely forgot about their flying skill..

And thanks to everyone for their constructive responses.

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PostPosted: Sat Jan 09, 2010 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Golan wrote:
Just a tipp, don't want to leak our code, TSR uses the Shadow Team's locomotor toggle to switch between mobile and deployed states.


wondering how you make players cannot put structures on top of it

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Boomerang Python
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Joined: 17 Dec 2009
Location: Sweden

PostPosted: Sat Jan 09, 2010 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Um, I don't think players can put structures on top of units ever...? Maybe your unit or structure is lacking a proper OBBox and geometry code?


Anyways.. I've now tried coding my artillery tank both ways, and um, the shadow team code kinda broke the mod for me #Tongue

when it's loaded up a skirmish game the game dies, top notch! Got no idea what the sod I might have done wrong, so I'm bloody frustrated right about now and just might give up on the idea of having deployable artillery.. If it wasn't for all those hours wasted on animating the damn thing..

And the MCV code I never got to work either, the button was just greyed out all the damn time no matter what I did, I even tried to just make the button a simple Upgrade instead of a special power, but that just killed the mod when you clicked on the unit..

BIT frustrating.. Any ideas?

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Boomerang Python
Medic


Joined: 17 Dec 2009
Location: Sweden

PostPosted: Sun Jan 10, 2010 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nevermind, I figured it out myself, I ended up using the shadow team glider code after all.

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Boomerang Python
Medic


Joined: 17 Dec 2009
Location: Sweden

PostPosted: Wed Jan 13, 2010 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

What would be the best way to make the tank unable to attack while using the normal locomotor and be able to attack after deploying into the "Upgraded" locomotor?

Suggestions?

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Wed Jan 13, 2010 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

just set an object status.

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Boomerang Python
Medic


Joined: 17 Dec 2009
Location: Sweden

PostPosted: Wed Jan 13, 2010 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm yeah i thought of that too.. Is there an object status/kindof that makes a unit unable to attack?

like.. NO_ATTACK or maybe CANT_ATTACK?

because otherwise it'll be able to fire undeployed anyway...

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Wed Jan 13, 2010 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

just use the status you need for the switch to also effect the weapon.

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Boomerang Python
Medic


Joined: 17 Dec 2009
Location: Sweden

PostPosted: Wed Jan 13, 2010 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cheers for the obvious tip #Tongue

Got it working fully now!

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