Posted: Tue Feb 10, 2004 5:06 pm Post subject:
Few questions: hijacking, spy infiltrating & misc
Hi I have a few simple questions if that's ok. I tried the search but not much luck.
1) Is there a simple way to make the Harvester hijack immune ?
2) Is it possible to disable all spyable buildings (warfac, barracks, ref)from being spyed by the ChamSpy, except for the 2 radar buildings ? IE, the only buildings a spy can enter are the two radars.
3) how come when I build a Cham Spy and order it around on the battlefield, all cpu Ion Cannons target on this poor invisible spy ?
4) how come the cpu Ion Cannons can destroy my power plants in 1 shot, while I can only cripple them to the red ?
Thanks for reading, I may have more questions if I remember them. Hope this thread isn't too much of a bother. Bye. QUICK_EDIT
Posted: Tue Feb 10, 2004 8:08 pm Post subject:
Re: Few questions: hijacking, spy infiltrating & misc
Max Lee wrote:
Hi I have a few simple questions if that's ok. I tried the search but not much luck.
1) Is there a simple way to make the Harvester hijack immune ?
Only by giving it NonVehicle=yes. (This is used for the Cyborg Reaper unit.)
Quote:
2) Is it possible to disable all spyable buildings (warfac, barracks, ref)from being spyed by the ChamSpy, except for the 2 radar buildings ? IE, the only buildings a spy can enter are the two radars.
No, spy has Infiltrate=yes, wich enables it to infiltrate all buildings that have Capturable=yes. This is also used for engineer...
Quote:
3) how come when I build a Cham Spy and order it around on the battlefield, all cpu Ion Cannons target on this poor invisible spy ?
There are hardcoded triggers that make AI target special units like this. And AI superweapon targeting looks straigh through cloaking
Quote:
4) how come the cpu Ion Cannons can destroy my power plants in 1 shot, while I can only cripple them to the red ?
They won't, maybe your structures aren't on 100% health.. but i did notice that sometimes the ion cannon does a bit more damage than other times.. weird. QUICK_EDIT
*edit: just when I posted this, TheDvD answered all my questions. Thank you very much!
Here's another problem, with code.
I'm trying to make a sort of clone of the gas. It's the weapon of a Chemical Warrior, and he sprews the green gasses. Now instead of the regular gas, I want him to shoot the cloud2d gass, which is the dissapearing one and doesn't last very long. The problem is, he appears to do nothing with the new particle stuff, and just uses the game's original gas stuff, from the chemical missile and veins. I've added the new warhead, the new particle system, and the particle itself to the right [...types] sections. Here's the code:
This is it's weapon. No projectile and stuff, when it shoots, a cloud appears, no big deal
This is the cloud. It's directly the dissapearing one so to say. It lasts very short, mainly because when u have a bunch of this guy, the screen won't be covered in gas for hours.
1)So what would I do to make a character called "Lightning rod" (well what would I need to do to give it these effects). A unit that attracts all specials. I'd make it like 1.5k and easily killable, but still that would be NEATO!
2) What determines the length of the gas? I wanted to make one that lasted a long friggen time, and then another that is like the flame thrower...but either gas clouds or green fire that when it hits it pops into gas clouds (or if its just gas clouds it dissipates like fire).
2) What determines the length of the gas? I wanted to make one that lasted a long friggen time, and then another that is like the flame thrower...but either gas clouds or green fire that when it hits it pops into gas clouds (or if its just gas clouds it dissipates like fire).
Someone correct me if I'm wrong but I believe the determining factor to the lifetime of a gas cloud is the tag MaxEC in the gas particle.
As for your first question, I don't know. I do know there is a hidden tag LightningRod= that attracts Ion Storm lightning bolts. Makes for interesting possibilities. QUICK_EDIT
I'v experimented with a clone of the green gas cloud stuff, gave it a blue gas image... did't work! the game used the old green particle system.. it's weird. QUICK_EDIT
I'v experimented with a clone of the green gas cloud stuff, gave it a blue gas image... did't work! the game used the old green particle system.. it's weird.
I think the BehavesLike=Gas tag automatically turns the new particle system into the old gas system. I think I'll edit the original gas system then, since I've disabled the Chem Missile anyway. Hardcoded stuff sure is annoying The Hunterseeker summoning code is also restricted to vehicles only sigh... QUICK_EDIT
1)So what would I do to make a character called "Lightning rod" (well what would I need to do to give it these effects). A unit that attracts all specials. I'd make it like 1.5k and easily killable, but still that would be NEATO!
2) What determines the length of the gas? I wanted to make one that lasted a long friggen time, and then another that is like the flame thrower...but either gas clouds or green fire that when it hits it pops into gas clouds (or if its just gas clouds it dissipates like fire).
- Tue -
Like sum other guy said earlier, youd have to look at the ion cannonspecial ai sections as well as the other special weapon sections
in there is a few lines like this....
im not sure if you can change the values to target infratry or vehicles but this is wat determines it.... maybe changing the AIIonCannonPowerValue to ur new unit might work bc the AI likes to target power plants for some reason.....of course this wouldnt work against a human player...lol QUICK_EDIT
For the record number 4 when u play on hard you do only 80% damage and 80% is not enough for a power plant _________________ Please, read the signature rules of the forum. QUICK_EDIT
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