Posted: Fri Sep 18, 2020 8:39 am Post subject:
Mind-control SW not affecting some units
This map-wide mind-control SW affects nearly everything.
Immune to its mind-control are: grounded JumpJets, anything flying by the time the SW activates, Mummies (so probably everything Unnatural=yes).
I also noticed units on the map (visible!) outside of the playable area are not affected either.
Please help here.
_________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Last edited by TAK02 on Sun Sep 20, 2020 6:32 pm; edited 2 times in total QUICK_EDIT
I'd be thankful too if someone could help me out making a mind-control SW that really affects everything, even what [MapControlSpecial] can't control. QUICK_EDIT
Since you're using an auto-fire SW, why not have a second SW to try and make up for the shortcomings?
I'm thinking a unit delivery SW that delivers a few good boys who perma-mind-controls everything else (which shouldn't be much) before succumbing to covid-19?
Edit: didn't know this forum was so far behind on emojis QUICK_EDIT
It wouldn't be useful in multiplayer and single player campaign you can do something like psychic beacon.
I know there's triggers for SP maps, but I thought it'd be better if I could just have one SW do all that instead of relying on triggers to MC what little remains (or in the case of RA2 Soviet 3: a lot of Rocketeers).
I'm thinking if I either re-work this SW or make a secondary one, it'd have to be GenericWarhead delivery with MindControl=yes and DamageAirThreshold=-1.
Has anyone actually made a fully functional Beacon/Amplifier MC SW?
EDIT: I remember finding a YT video (https://www.youtube.com/watch?v=McYDFT0MxFE) on that. Here's code I found in the comments.
Spoiler (click here to read it):
Code:
[PsychicBeaconSpecial]
UIName=NAME:NAPSYB
Name=Psychic Beacon
IsPowered=true
RechargeTime=30
Type=PsychicDominator
Action=Custom
SidebarImage=DOMNICON
ShowTimer=yes
DisableableFromShell=no
SW.Damage=0
SW.Warhead=ControllerBeacon
SW.Range=512,512
SW.AffectsHouse=enemies
SW.AffectsTarget=all
SW.ShowCameo=false
SW.AutoFire=true
SW.ManualFire=false
SW.AITargeting=Self
SW.ActivationSound=DoomsdaySelect
Dominator.FirstAnim=TWNK1
Dominator.FirstAnimHeight=750
Dominator.SecondAnim=TWNK1
Dominator.SecondAnimHeight=0
Dominator.FireAtPercentage=20
Dominator.ControlAnim=TWNK1
Dominator.Captures=yes
Dominator.Ripple=no
Dominator.CaptureMindControlled=yes
Dominator.CapturePermaMindControlled=yes
Dominator.CaptureImmuneToPsionics=yes
Dominator.PermanentCapture=yes
EVA.Detected=none
EVA.Ready=none
EVA.Activated=EVA_PsychicBeaconActivated
Range=0
Message.FirerColor=yes
LineMultiplier=2
Light.Enabled=yes
Light.Ambient=120
Light.Red=85
Light.Blue=30
Light.Green=20
SW.CreateRadarEvent=no
FlashSidebarTabFrames=0
This code looks to be ripped straight from MO. I'm going to be honest and say I did look at the MO334 SW, but only to dbl-chk if I got everything.
I might try copy-pasting, there might be a flag or two I missed... QUICK_EDIT
Do mind-control weapons actually work like that, with cellspread? I remember testing such a SW at some point, and resorting to a dominator SW after GenericWarhead SW didn't control stuff over an area. QUICK_EDIT
I have a new method of how to MC everything (or at least nearly, but still more than just the Dominator SW). This approach will require two SWs: the original MapControlSpecial and the new MCRestSpecial.
The original SW remains unchanged.
The second SW delivers buildings that have a permanent and infinite MC weapon.
Because reasons I've forgotten, the building delivered is the same as the MC-chk building that will serve to fire the "Win" triggers in my campaign maps where map-wide MC is the objective; as a result, the building must have Powered=yes else it'd fire the instant a mission starts.
Also, the CACTRLCHK has Foundation=0x0 so it'll sorta occupy the same space as the Beacon, 'cause why not.
Regarding messages, I removed the Message.*= flags from the MapControlSpecial and moved them to the MCRestSpecial.
There is currently one final problem: anything ImmuneToPsionics that was also flying (like Harriers and other AircraftTypes) will never be mindcontrolled like this; there is no MC weapon that "over-powers" Psionic Immunity.
And then comes the issue of how to make specific units (Tanya/Boris) immune even to Dominator.CaptureImmuneToPsionics=yes
[CACTRLCHK]:[GADUMY] ;;this is a dummy building immune to everything but mind-control.
;; Its intended use is disabling the map-control SW in maps where an objective is map-wide mind-control.
;; It'll work even if it's ImmuneToPsionics since thePsychic BeaconSpecial has CaptureImmuneToPsionics=yes.
;Image=YAPSYT
Powered=yes
SuperWeapon=<none> ;;MCRestSpecial
Primary=MCRestWeapon
NavalTargeting=5 ;;in case someone has some subs somewhere
ImmuneToPsionics=yes
SensorArray=yes
SensorsSight=512
[MCRestWeapon]:[MultipleMindControlTower]
Speed=512
Projectile=InvisibleAll
Warhead=ControllerBeacon
ROF=1
Range=512 ;;so it auto-aims.
[MCRestSpecial]:[MapControlSpecial] ;;delivers dummy buildings to MC what-ever's left.
UIName=Name:MCRestSpecial
ShowTimer=no
Type=UnitDelivery
Action=Custom
SW.RequiresTarget=land
SW.AIRequiresTarget=land
Message.Launch=MSG:MapControlLaunch ;;Attempting map-control...
Message.Activate=MSG:MapControlActive ;;Map-control successful.
;Message.Abort=MSG:MapControlFail ;;Map-control failed. Retrying...
;;"Retrying" only works if Autofire=yes.
Message.FirerColor=yes
Deliver.Types=CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK
_________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Last edited by TAK02 on Mon Sep 21, 2020 6:51 am; edited 1 time in total QUICK_EDIT
You can solve that one final problem by giving FALC (and any other floating psychicimmune units) a custom armor that resists mindcontrol through Versus.
Bonus:, if you proceed to use custom armors for everything that's normally immunetopsionics, you can free up ImmuneToPsionics for really special cases like Boris and Tanya, as you mentioned. You can then solve that bonus problem by commenting out MapControlSpecial > Dominator.CaptureImmuneToPsionics= QUICK_EDIT
As silverwind has said, use custom armor to solve the ImmuneToPsionics problem.
The code in spoiler seems to be actually the one from MO, and I believe they do use custom armor there. QUICK_EDIT
The code in spoiler seems to be actually the one from MO, and I believe they do use custom armor there.
Can confirm MO uses custom Armor for (at least nearly) everything, but didn't chk if anything was ImmuneToPsionics by default.
Haven't tested the custom armor approach yet, but in theory it should work. In theory.
Still, who knew something like this would require this much pre-work considering you can do all that with a simple "If (this) then all change House" trigger with FA2.
Ah well. Here's what I'm using for the ArmorTypes section. No plans on abusing pushing AttachEffect like MO does.
Code:
[ArmorTypes]
DesoArmor=flak ;;so Deso's don't auto-target selves and fail.
HarvArmor=medium ;;so Deso's don't auto-target Harvies and fail.
;;Hax: affectable by MCRestWeapon, but not by other MC warheads.
mc_none=none ;;non-MC-able animals and slaves.
mc_flak=flak ;;non-MC-able Psi-Corps Troopers and similar.
mc_plate=plate ;;non-MC-able heroes.
mc_light=light ;;non-MC-able AircraftTypes (and Dolphins and Squids since they're also lightly armored), Chaos Drone.
mc_medium=medium ;;non-MC-able Harvys.
;; Scrap ^^this, Harvies have HarvArmor now
mc_heavy=heavy ;;MCVs, Mastermind.
mc_wood=wood ;;Rocket Launch Pad.
mc_steel=steel ;;Psychic Tower.
mc_concrete=concrete ;;???.
mc_special_1=special_1 ;;Terror Drone.
mc_special_2=special_2 ;;Missiles.
Bug: Kirovs are not auto-mc'ed. For some reason, the current MC weapon only fires when the ZEPs are in a specific range, which is odd, considering it managed to MC 2 Kirovs that were almost at the other map edge, but left 7 ZEPs alone until they came in a range of... ~20 cells of the CACTRLCHK.
Anyone have any ideas? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
The Mental Omega mission where you are the Soviets and deploy the beacon in a stadium, I believe I used a SW for that.
I know for sure that all the units came under the player's control. Can you check the mission's Super Weapon? _________________
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