Posted: Fri Dec 23, 2011 1:05 am Post subject:
hijack a car for battle or just Take a Ride
Subject description: I Would Like to give my infantry units Driving Logic Please Help
Does anyone know how to create Driving logic for infantry units
Heres what I'm trying to do
get a Gi hijack the vehicle load it with troops. Deploy the vehicle and everyone will get out including the driver causing the vehicle to be no longer controlled unless an infantry unit get in it
Longer Explanation
Load a map that has civilian vehicles
Train a GI then send him over to the cars pick a vehicle send him to that Vehicle. he captures that vehicle the vehicle has 2-4 passenger seats
fill in all the seats go to the battle or just for a drive LOL
Deploy and all 4 infantry units get out
1 the Driver
2 passenger 1
3 passenger 2
4 passenger 3
The vehicle is no longer selectable
send the 4 infantry units in to the car -first one that goes in the car has control of the car in other words is the driver others just passengers
and the vehicle is selectable again Yay! LOL
Note when they are in the car they can fire out of it if they are fighters if they are dogs they can just laze around in the back seat
if you don't know what I'm talking about reply or PM me and I will try to explain this clearer QUICK_EDIT
Not with plain ra2. You need a hack or dll expansion like ARES.
It sounds like you want this for a map. Well you might be able to make it look like that, but introducing a new logic into a map file is impossible. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
i remember making a vehicle thief, i just changed the tag of the car jacker to VehicleThief=yes. i know the car jacker cant leave the car, its yours till its destroyed, but i don't know about passengers _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 23, 2011 1:14 pm Post subject:
Read the Operator logic in the manual.
What you want is only possible within Ares and called as Operator logic.
And yes, there should be a documentation folder and within there a html manual. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Posted: Sun Jan 01, 2012 12:23 pm Post subject:
tested it didn't get anywere
Graion Dilach wrote:
Read the Operator logic in the manual.
What you want is only possible within Ares and called as Operator logic.
And yes, there should be a documentation folder and within there a html manual.
OK you've helped me sort of figure this out but ive tried it out and that's not what I wanted to happen. don't want to have the car act like robot tank.
the Black 4 door SUV [SUVB]
select GI you hover mouse over the car and it gives you one of those enter transport signs send the gi he enters it the car is now and movable
Gi exits vehicle car is no longer movable.
So how do I make this is it possible to make? please help if it's possible
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jan 01, 2012 1:47 pm Post subject:
OK.
I need a n00b-to-English translator... cus I don't get your issue.
Ah, and lrn2mod, kthx. There are no such stuff as enhanced hijacker... or if there is, I never ever heard of that. I gave you a STEP-BY-STEP how-to about Operator, if your mind can't understand that, what else do you expect?
You're worthless to aid because you don't understand what we tell you... then why you bug us, IF what we'd say is just too high for you?
Learn the basics, and EXPERIMENT. And figure out your own answers for a while. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I need a n00b-to-English translator... cus I don't get your issue.
Ah, and lrn2mod, kthx. There are no such stuff as enhanced hijacker... or if there is, I never ever heard of that. I gave you a STEP-BY-STEP how-to about Operator, if your mind can't understand that, what else do you expect?
You're worthless to aid because you don't understand what we tell you... then why you bug us, IF what we'd say is just too high for you?
Learn the basics, and EXPERIMENT. And figure out your own answers for a while.
Graion's right. He might sound a bit harsh, but I agree with him. If you want help from us, you have to listen to what we might have to say to you. If not, you could always do it on your own. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Posted: Sun Jan 01, 2012 4:22 pm Post subject:
I'm sorry not enhanced hijacker its hijacker enhancments
Graion Dilach wrote:
OK.
Quote:
There are no such stuff as enhanced hijacker... or if there is, I never ever heard of that.
the only reason this is a important thread is because I messed the last one up I'm so pathetic at explaining thing sorry
I got this name watching the Second trailer for Ares Expansion DLL on MentalOmegaAPYR Youtube channel. one of the enhancements was called Hijacker enhancements I got my words mixed up very sorry
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jan 01, 2012 4:37 pm Post subject:
That's VehicleThief.Allowed, will be included in Ares 0.2.
It isn't even close to what you want, because hijacker can't be deployed out of vehicles, you can't define it per hijackers and you can't even make the unit disable without hijacked without Operators. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Posted: Sun Jan 01, 2012 5:06 pm Post subject:
Back to using Operator logic then
Graion Dilach wrote:
That's VehicleThief.Allowed, will be included in Ares 0.2.
It isn't even close to what you want, because hijacker can't be deployed out of vehicles, you can't define it per hijackers and you can't even make the unit disable without hijacked without Operators.
Oh ok so in other words this is not possible
unless you use Operator logic?
Iv'e read your message and code and have not gave up on it I'm still trying to get it to work.
Does this car have to be owned by me or can it be a civilian one?
because right now I'm trying to get it to work with a civilian vehicle
that's what I was trying to do in the first place.
this is what is happening to me in game I train the [E1] then send him over to operate this particular civilian vehicle the Black Suv UIname [SUVB]
I soon find out that the car is powered down like a robot tank and if I try to send my [E1] to enter the vehicle instead of a entering cursor I get a attack cursor.
have I messed up this code as well?
the code I have probably messed up yes?
; Black Sport Utility Vehicle
[SUVB]
UIName=Name:CAR
Name=SUV Black
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=2
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Operator=E1
Cost=50
Soylent=50
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=1
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=2
SizeLimit=1
Insignificant=yes
Trainable=no
Also if you do not understand what I'm am saying here Reply or PM me and I will explain it more clearer.
[Always looking for new ideas] mastermind saying LOL QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jan 01, 2012 5:59 pm Post subject:
Hm. Yeah, Operator logic only works with own units. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Posted: Sun Jan 01, 2012 7:37 pm Post subject:
Own units huh?
Graion Dilach wrote:
Hm. Yeah, Operator logic only works with own units.
Oh well this was just one of my ideas I didn't think it could be done really but wanted to see if it could
thanks anyway I should be able to give this to a different unit and vehicle that way the code is not wasted
um just one other thing is it possible to get rid of the animation for the robot tank operator logic? that way I don't have a unit that looks like it's sparking all the time. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jan 02, 2012 5:43 am Post subject:
SHP units don't dim ATM but IMO that's a bug, not a feature. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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