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Slaved units able to attack
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freedom fighter
General


Joined: 14 May 2009

PostPosted: Wed Oct 24, 2012 5:55 pm    Post subject:  Slaved units able to attack
Subject description: Possible or not?
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I've been playing Submarine Titans and I liked the Silicon's Bio-Mine and Jump-Mine Launchers. I'm now attempting to recreate them in YR using the SlaveMiner logic. For those who don't know how this is supposed to work: it will spawn a number of mines (or brainwashed suicide bombers #Tongue) which will run straight into their target and detonate when in range. Spent mines will be automatically respawned from the parent building as the Slave Miner normally would.

So far I only managed to get the building to spawn slaves but the slaves don't do anything. The slaved infantry (Terrorists as placeholders for now) have CanPassiveAcquire=yes and CanRetaliate=yes just for good measure but nothing's working. Can slaved units actually do anything else other than mining? Confused


Oops! Accidentally posted this in an old thread ^_^lll

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Wed Oct 24, 2012 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its well known fact I thought that they can't do anything else than mine... as long as they are slaved, their Primary= is not allowed to be used in any shape or form or any independant actions take place. Only option is to have the miner be killed and subjects freed but thats not suiting the wanted idea here.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Oct 24, 2012 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

There was a "bodyguard" logic proposed for ares, but it lost out to more popular features....

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Oct 24, 2012 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I took a quick look a year ago or more and for me it seemed Slave logic is too much hardcoded, and it would be simpler to expand spawn logic for that role.

Don't take this as a plan tho, I just did a quick look and since then many of my base tpoints have changed but atm I can'tcheck it further.

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Team Black
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Joined: 25 Sep 2006
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PostPosted: Thu Oct 25, 2012 3:07 am    Post subject: Reply with quote  Mark this post and the followings unread

wouldn't robot logic be better suited for this anyways?

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Thu Oct 25, 2012 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Robot logic? You mean the Robot Tank? That just causes the unit to shutdown when it's parent building is missing/destroyed. Or are you talking about some other logic? Confused

Guess this isn't possible then. Well, time for plan B...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 25, 2012 6:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not use aircraft carrier unit spawn logic?
Just make sure the spawned units use a low flying height, so they count as ground units. Give them a suicide weapon. Done.

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Natit_Titan
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Joined: 20 May 2012

PostPosted: Thu Oct 25, 2012 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread


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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Thu Oct 25, 2012 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

That logic is not even close to work like spawn logic.

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freedom fighter
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Joined: 14 May 2009

PostPosted: Tue Jun 03, 2014 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reviving this thread cuz I'm back to trying to get this thing to work. I've considered LKO's method beforehand but just tried the slaved thing first just to see what happens. Since the slave thing is only for mining, LKO's method is most feasible. Trouble is, I don't no shit about suicide airplanes. I'm not kidding. Must be my rather derpy modding knowledge but this is the only part that I'm screwing up at. Spawn works fine, flight level set to low enough to emulate hover units, but I just can't figure out how to get the planes to self-destruct. I'm aware Suicide= only works for an AircraftType's DeathWeapon= (on Primary=, it IEs).

I've tried LimboLaunch= but that causes the planes to stick around as if they're alive so they don't get respawned. I've also tried Dubzac's method of having the bomb blow up inside the plane (NpatchExt causes planes with Explodes=yes to just blow up in midair, so I can use DeathWeapon here instead), but only ridiculously strong warheads can kill a plane with frickin' Armour=1 apparently. And though Dubzac's method was the most successful one so far, the game IEs when it tries to respawn planes. The IE was so bad the exe was not responding ._.

Seriously, I'm ripping my hair off over a simple task of just getting cute little planes to blow themselves up.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 03, 2014 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

art.ini
Code:
[KILLME]
Image=CLRANIM ;an SHP with a few empty frames
Start=0
End=1
Damage=1000 ;enough to kill the unit


rules.ini
Code:
[Animations]
xxx=KILLME

[SuicideWeap]
Projectile=SuicidePlane
Anim=KILLME ;muzzle flash animation with damage to kill the unit when it fires the weapon
;rest is usual weapon code

[SuicidePlane]
Image=TheSuicidePlane ;use the plane itself as image
ROT=10
;rest is usual projectile code


Not sure if RA2 allows an aircraft to be killed instantly in midair, without having it crash.
If it always crashes, use an invisible projectile which flies about as fast as the crashing aircraft. If weapon range and aircraft flight level are right, it looks like the crashing aircraft is doing the damage, while it's actually the weapon.

You could also use a Deathweapon and have Primary only kill the unit via the KILLME anim.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 03, 2014 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

It does not by default and god knows what NPExt allows.

The old casual way was to kill the aircraft via Primary (with said Primary having short range) and use DeathWeapon as actual delivering weapon, but yea, if AA kils off the plane before that, well dmg is delivered to there.

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"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...

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Wed Jun 04, 2014 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
NpatchExt causes planes with Explodes=yes to just blow up in midair, so I can use DeathWeapon here instead


Well, I tried your method LKO and it works, except the game thought respawning suicide airplanes was too much for the engine to handle and IEs. As in, the bloody .exe stopped responding ._. Guess I'll have to think of another kind of weapon...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 04, 2014 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

What about a "mine layer" but with mobile mines with a large guard rage?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Jun 04, 2014 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't use the Explodes=yes on planes, it causes memory leak in NPExt and game will eventually crash for it or so I recall LH mouse having said.

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RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Wed Jun 04, 2014 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not change your "plane" 's locomotor?

Ground unit doesn't crash.(It's already on the ground.)  No Explodes=yes needed.

You can even use subterranean locomotor to make something interesting.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Jun 04, 2014 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spawning Logic is limited to [AircraftTypes] so AFAIK you can't have a different locomotor otherwise it IE's.

I would imagine a low-flying missile wouldn't IE when it tries to respawn them, as they are supposed to explode anyway; Just put {B7B49766-E576-11d3-9BD9-00104B972FE8} missile loco on the plane, though I'm not sure if it has a different flight pattern.

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RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Thu Jun 05, 2014 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Spawning Logic is limited to [AircraftTypes] so AFAIK you can't have a different locomotor otherwise it IE's.
.


AircraftTypes doesn't mean flying locomotor.
No IE at all even in oringnal YR.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Thu Jun 05, 2014 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

That loco IEs.

I've found out some limitations:

- Attempting to spawn 6 or more spawned aircraft was the actual reason for the IEs.

- Range=2 or less on the spawn aircraft causes it to just land and do nothing (haven't seen if this happens between Range=2 to Range=3).

Needless to say, I've finally succeeded in getting this shit to work Very Happy Just need to touch up on the self-destructing bit and make a voxel for the aircraft. Thx for the help you guys Smile

EDIT: Hornet (and possibly Orca Bomber) attack pattern is unaffected. The spawned aircraft can now detonate at point-blank range. I've succeeded in recreating, or at least emulating, the Bio and Jump Mine Launchers in YR!! YOOHOO!!!

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