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Demo trap idea...
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felastine
Cyborg Engineer


Joined: 10 May 2011

PostPosted: Sat May 14, 2011 2:50 am    Post subject:  Demo trap idea... Reply with quote  Mark this post and the followings unread

Hi all,

In Generals, I kinda like building demo traps (oil barrels) in line to blow things up in a chain reaction. Very Happy So I'm thinking of something similar in RA2 but first, I need to get some concepts clear about the logic.

For units with suicidal purposes, like the terrorist, it's given a Primary and Death weapon. To my understanding, Primary is used when the terrorist successfully approaches a target and plant the bomb. Death is used when the terrorist fails to approach a target and is killed half way to destination, as damaging as Primary of course.

By putting Suicide=yes, what are the effects except that the enemy kill count does not increase when a terrorist successfully approach a target?

Another question... Demo traps are obviously buildings. Does setting ThreatPosed=0 prevent AI units passing by from attacking it?

Thanks.
Felastine.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat May 14, 2011 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Insignificant=yes

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Sat May 14, 2011 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

the ai wont attack stealthed buildings,just stealth it like in generals,but that would be stupid if you couldn't detect them.

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felastine
Cyborg Engineer


Joined: 10 May 2011

PostPosted: Sat May 14, 2011 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

but that would be stupid if you couldn't detect them.


Agree.

Insignificant=yes also makes AI not consider the object in threat scan?

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Sat May 14, 2011 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

felastine wrote:
Quote:

but that would be stupid if you couldn't detect them.


Agree.

Insignificant=yes also makes AI not consider the object in threat scan?



In RA2, yes; in YR, no;

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Sat May 14, 2011 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
demo traps are obviously buildings


this surely means in ra2/yr that they have

adjacent=15~30

which means in some maps i can build demo traps in my enemies base,i think it should be a unit that deploys or something,but then it loses all meaning....

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felastine
Cyborg Engineer


Joined: 10 May 2011

PostPosted: Sat May 14, 2011 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

i can build demo traps in my enemies base


Or let them be paradropped? #Tongue Using dummy infantry trick?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat May 14, 2011 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

BTW look at the Oil Derrick death weapon for chain reaction code. Can't remember to the tags off the top of my head but it's possible to "delay" a buildings death to cause the chain reaction effect.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat May 14, 2011 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

EligibleForDelayKill=yes ;If hit with a DelayKill weapon, this building will timed explode instead of instantly die

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felastine
Cyborg Engineer


Joined: 10 May 2011

PostPosted: Mon May 16, 2011 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
felastine wrote:
Insignificant=yes also makes AI not consider the object in threat scan?


In RA2, yes; in YR, no;


Are you sure? I set Insignificant=yes but units performing a guard area mission (at least I think they are, they are enemy units guarding their base and this is the only quick way to test my traps) still attack these barrels.

I read about the EnemyHouseThreatBonus= (original value is 400) tag. An additional weight applied when the owner of the targeted unit is the house's selected enemy house. So basically, to avoid enemies to target these traps, I have to give a ThreatPosed=-400 to them? But is that valid?

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