Posted: Fri Dec 16, 2011 11:43 pm Post subject:
Mobile Structures
Subject description: please help!!!
In my mod, I want the AI to build certain structures but only in late game, by making vehicles that are built just when I want to (as in AI.ini you can only make teams of units), and making them deploy into the high tier structures.
I did it with the Obelisk, Upgrade Center and Missile Silo: they are built, but the AI doesn't deploy them.... although when I use them, I can deploy them.
It cannot be a problem with the script, as I have set
Code:
[DEPLOY]
Name=Deploy
0=9,0 ;Deploy
1=49,0 ;If it doesn't work at the first attempt
This is an example code from the Missile Silo in RULES.INI:
Code:
[MNAMISL]
DeployToFire=yes
BuildLimit=1
Nominal=yes
Primary=none
Image=MCV
Name=Mobile Missile Silo
Prerequisite=DUMMYBUILD
Category=Support
Strength=725
Armor=heavy
DeploysInto=NAMISL
TechLevel=10
Sight=20
Speed=3
Owner=Nod
CrateGoodie=no
Cost=1300
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
AllowedToStartInMultiplayer=no
AIBuildThis=yes
I've already tried that but nothing happens.
I wonder if the problem is that the unit doesn't have the necessary space to deploy, so I've been playing with the scripts with no results.
Is there a way to tell the unit to find a place when it can be deployed and then do it? _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
Posted: Sat Dec 17, 2011 4:14 pm Post subject:
Problem Solved!!!!!!!
I've just put the tag "SensorArray=yes" at the structures I want to be deployed and the vehicles deploy!!!!!
Don't know if it works with "ConstructionYard=yes"
That's how the MCV looks for enough space then it deploys!!!!
I've just put the tag "SensorArray=yes" at the structures I want to be deployed and the vehicles deploy!!!!!
Don't know if it works with "ConstructionYard=yes"
Those structures can't be sold though, if you try to sell them they'll just revert back to their mobile state. QUICK_EDIT
But those structures don't have the tag "UnDeploysInto", so how're they supposed to go back to mobile state when sold by the AI? Could it result in an IE?
Can't you just do them up like the Nod artillery? Make them undeployable of course and give them a much larger range so the AI can't basecrawl with them. _________________ Victory! QUICK_EDIT
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