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Crawling cyborgs
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Tue Feb 08, 2011 7:03 am    Post subject:  Crawling cyborgs Reply with quote  Mark this post and the followings unread

I discovered something weird with cyborgs. As you might know, using Cyborg=yes on an infantry unit will make it blow up and start crawling when it gets heavily damaged, and also makes it vulnerable to EMP. Well, in addition to Cyborg=yes I tried giving the unit Fearless=no. The result is that the cyborg will crawl just like normal infantry when under fire, and it won't "lose it's legs" when it gets heavily damaged. It blows up, goes prone, but then gets back up. If you heal the unit a little, it will regain the ability to "lose legs". You can only kill it if you finish it off while it's prone.

Few interesting things one could do with this... give the unit SelfHealing=yes and you have a unit that has more lives than a cat. Only way to take it out would be to not let it get away when it blows up. You could also use this trick to make a normal infantry unit vulnerable to EMP attacks, without the whole losing legs thing. It would get the extra life thing described above though.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Feb 08, 2011 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting discovery...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 08, 2011 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

There are more interesting things possible with the special infantry logics.

e.g. If you give an infantry Doggie=yes and Ammo, it can only reload its Ammo when it moves on a tiberium field.
This is because Infantry only reload their ammo when they change into the prone or running (if Fraidycat=yes) stage. And since a doggie always and only goes into a prone stage when standing on a patch of tiberium, the infantry will reload its ammo only in tiberium.

A Cyborg=yes, Doggie=yes infantry will automatically get its legs back, when you order it to move while in the damaged stage. Thus it's almost invincible if you give it often enough a move command. And once standing in a tiberiumfield, it can be easily destroyed since it is already in the damaged stage.

More combinations with Fraidycat, Fearless and/or Jumpjet together with Cyborg and/or Doggie are also possible.
e.g. a Jumpjet infantry with Ammo that can only reload when it lands in a tiberiumfield could be possible. something like a chemsprayer infantry with tanks filled with tiberium.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Feb 08, 2011 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would you class the InfantryType only reloading when prone or running a intended feature? Or should i look into make it reload whatever the situation?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 08, 2011 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have absolutely no clue what WW thought when they implemented this.
I assume they were simply too lazy to add a proper Reload= key that defines the duration that must pass for a reload and simply hooked the Reload to the prone/running stage change event, because in TS only 1 insignificant infantry (the technician) uses Ammo anyway.

However you shouldn't change it either imo, as the quite cool logic of infantry reloading in tiberium would be lost.
Or change it, but then also provide keys like InfantryType.ReloadInTiberium and InfantryType.ReloadWhenProne even if i'm not sure if the latter is useful at all.

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Ordosherrscher
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Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Tue Feb 08, 2011 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

or, add a key 'reload=...', but keep the WW logic as default one, if possible Very Happy
But its really interesting... Never knew it #Tongue

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Tue Feb 08, 2011 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I noticed something else while messing with this. When a cyborg's legs get blow off, they are considered to be prone, which makes them alot harder to kill due to ProneDamage on most warheads. In addition to this prone infantry seem to fire faster than standing ones. This is very noticeable if the weapon has a low rate of fire. My broken cyborg would actually deal nearly twice as much damage as the whole one, and be alot harder to kill. So the question is, why not just force-fire your own cyborgs to broken state, then heal them up in tiberium? I gave the cyborg FireUp=1 and FireProne=2 keys in art.ini, and now it shoots slower when it loses the legs, thus dealing less damage. It would seem appropriate that a broken cyborg is less effective than a whole one.

Anyway, I didn't even know FireProne key existed (not to be confused with the Infantry Sequence FireProne key), as it's not listed by Westwood and not used by any infantry.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 08, 2011 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very interesting find about the FireProne key.
I always wondered too why the cyborg manages to shoot 3 times in prone stage with the firing anim being played only 2 times and why in standing mode all 3 firing anims are visible.

Now i see that the prone stage firing anim isn't delayed correct due to the missing FireProne key.

Thanks for the discovery SuperJoe. Smile

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