Posted: Sat Nov 20, 2010 10:06 pm Post subject:
Trying to make a dropship reinforcement superweapon.
I was trying to make a dropship reinforcement superweapon by using buildings and freeunits, but it didn't work as I wanted it.
This was how it was going to work.
Building A is bought and placed, it gives a freeunit of a Titan, and its buildup looks like a dropship flying in.
Building A has a weapon with range of 1 and guardrange of 255, forcing it to move away to attack, thus undeploying the building.
Building A undeploys into unit A, which has a weapon with a range of 255, deploytofire=true, and deploys into Building B.
Building B has a freeunit of a Wolverine.
Wash, rinse, repeat this process until I got to 5 free units, and then deploying into one final building which is the dropship flying away. However, the initial building just undeployed into nothing, and if I spawned any of the intermediate units, they didn't deploy automatically. I checked and all of the units were declared properly and they deployed into the right buildings, but it still didn't work.
Is this idea feasible or even possible? QUICK_EDIT
Give it one of the deployer keys like TickTank=yes, IsJuggernaut=yes or Artillary=yes etc. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Afaik no. I've tried this long ago too, to create a visceroid that deploys into dummy buildings to spawn other mutants, but couldn't get this work. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Maybe UndeployWhenConstructed and DeployWhenSpawned would make good tags for HyperPatch.
Then again, I don't want to bug Hyper. I know he has a lot of work to do anyway.
Thanks again for your help LKO. I appreciate it. QUICK_EDIT
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