Joined: 19 Aug 2009 Location: Moscow State University
Posted: Thu Jul 29, 2010 3:26 pm Post subject:
Copyed from RA3-Repair Bay with repairing drones
Subject description: It works.But still to be improved.
Code:
[REPAIRBAY]
UIName=Name:GattCannon
Name=Yuri Gattling Cannon
Image=NASAM
BuildCat=Combat
Strength=810
Spawns=RDRONE
AttackFriendlies=yes
CanPassiveAcquire=no
AttackCursorOnFriendlies=yes
SpawnsNumber=3
SpawnRegenRate=1
SpawnReloadRate=1
Armor=steel
TechLevel=4
Prerequisite=
Adjacent=4
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1
BaseNormal=no
Points=30
Power=50
Crewed=no
Capturable=false
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=0
MinDebris=0
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
Powered=no
Turret=yes
TurretAnim=YAGGUN
TurretAnimIsVoxel=True
TurretAnimX=0
ROT=10
TurretAnimY=15
TurretAnimZAdjust=-40
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
Drainable=no
AntiInfantryValue=0
AntiArmorValue=10
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it
;Do I have a gattling gun or not
IsGattling=yes
;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6
Weapon1=Pistola
EliteWeapon1=Pistola
Weapon2=FAKEWP1
EliteWeapon2=FAKEWP1
Weapon3=HornetLauncher
EliteWeapon3=HornetLauncher
Weapon4=FAKEWP2
EliteWeapon4=FAKEWP2
Weapon5=RepairBullet2
EliteWeapon5=RepairBullet2
Weapon6=FAKEWP3
EliteWeapon6=FAKEWP3
;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=20
Stage2=40
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=302
EliteStage1=10
EliteStage2=20
EliteStage3=301
;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=300
;-----End Gattling stuff-------
[RDRONE]
UIName=Name:HORNET
Name=Hornet
Primary=RepairBullet2
Image=ZEP
Strength=75
PixelSelectionBracketDelta=-10000
BalloonHover=yes
Category=AirPower
Armor=light
Spawned=yes
TechLevel=-1
Sight=2
RadarInvisible=no
Landable=yes
Fighter=yes
AACombat=yes
MoveToShroud=yes
;Dock=NAHPAD,GAHPAD
;Dock=GAAIRC,AMRADR
Speed=15
OmniFire=yes
FlightLevel=300
PitchSpeed=10
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=20
ROT=5
Crewed=no
GuardRange=0
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
Immune=yes
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=PsychicDominatorActivate
AuxSound2=GrinderGrinding ;Landing
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER
;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing
Weapon2,4,6 are just dummy AA weapons.Warhead versus are all 0.Easy to make so not posted.
Weapon1 is just for the rate up. Damage is 1.The range was edited(not the original [Pistola]).Also not posted.
Existing problem:If weapon1 is a repairing one,the building wont passive acquire,wont rate up.If it is destructive it will then heal enemies(so I made it cannot passive acquire).Can anyone make it automaticly repair my own damaged units? QUICK_EDIT
Not to my knowledge, though Ares is making a "AffectsEnemies=" tag I believe. Then you could make it passive aquire, maybe with a damaging weapon for enemies. (Or play with the CrazyIvan tag, which allows targeting friendlies) QUICK_EDIT
So the idea is it will fire at YOUR units, and launch the drones which will do the actual repairs?
And why are you using gattling logic, it seems very convoluted to me and i think your going to run into some problems.
Firstly, only [vehicletypes] can repair vehicles, which means only vehicles will activly pick up friendly targets to heal, meaning your building might have difficulty even if it could passiveacquire.
Secondly, only [aircrafttypes] can be spawned by buildings/vehicles and since only [vehicletypes] can repair other [vehicletypes] you might run into another problem there. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Fri Jul 30, 2010 12:01 am Post subject:
because it wont fire unless its an enemy???? Spawn units will only show if the spawn weapon actually fires. you can make the weapon target friendly units, but it will not be auto fire. You almost might as well just give the building a repair weapon itself, since it will be as effective. QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Fri Jul 30, 2010 12:28 am Post subject:
Tratos wrote:
So the idea is it will fire at YOUR units, and launch the drones which will do the actual repairs?
And why are you using gattling logic, it seems very convoluted to me and i think your going to run into some problems.
Firstly, only [vehicletypes] can repair vehicles, which means only vehicles will activly pick up friendly targets to heal, meaning your building might have difficulty even if it could passiveacquire.
Secondly, only [aircrafttypes] can be spawned by buildings/vehicles and since only [vehicletypes] can repair other [vehicletypes] you might run into another problem there.
see my register information
And the code has been tested many times. QUICK_EDIT
Just do it with a VehicleType and put it into guard mode like the Tiberian Sun ones. Making a mountain out of what could be a molehill, at least until Ares adds that tag mentioned above. _________________ Victory! QUICK_EDIT
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