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Crypts that randomly spawns neutral infantry
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Apr 16, 2021 12:22 am    Post subject:  Crypts that randomly spawns neutral infantry
Subject description: Just one detail left...
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So , I want to make crypts that each spawn random neutral infantry at a set interval (say, 2000 frames)

Don't say "that can't be done"; I have a prototype for the spawning. It worlds like this:

- Weapon calls warhead.
- Warhead has EMEffect. This randomizes anim used.
- Each anim in the Animlist generates a different neutral infantry: Vampire, Mummy, Werewolf, Zombie, etc.

So far, so good.

Problem is: How so I make a weapon that always targets near the Crypt and fires periodically at the ground?

That is my greatest obstacle.

Disclaimer: I am not using Superweapons, because there can be only 1 each in total. I want each crypt to act independently. Anyways, I can hear superweapon ideas too, since I can instantiate it as 1, 2, 3... but it is not ideal.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Apr 16, 2021 6:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you mind using Ares or do you not want to use it? I'm guessing no since this isn't in the Ares subsection.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 16, 2021 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Invisible Airburst weapon with AreaFire..? If the crypt is a 1x1 building then that should spawn 8 infantry around it.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Apr 16, 2021 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Cluster=  ?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 16, 2021 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

If you only want one infantry at a time you could use Ares ProjectileRange= to make the weapon detonate just after firing too.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Apr 16, 2021 10:27 am    Post subject: Re: Crypts that randomly spawns neutral infantry Reply with quote  Mark this post and the followings unread

NimoStar wrote:

- Each anim in the Animlist generates a different neutral infantry: Vampire, Mummy, Werewolf, Zombie, etc.

haha and which shps are you using? Mine or you have something else?

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Fri Apr 16, 2021 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

How are you randomizing the infantry?

Why no make a faction with AI and limited buildings xD

you could inherit this faction some map specific buildings as sounds like the idea is map specific.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 16, 2021 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

He is using an EMP weapon which will play a random animation, each anim will then spawn a different infantry.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Apr 16, 2021 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Do you mind using Ares or do you not want to use it? I'm guessing no since this isn't in the Ares subsection.


I am already using Ares. This isn't on the ares forum because that forum is generally for Ares improvements, not rules writing questions.

Quote:
haha and which shps are you using? Mine or you have something else?


Mummy and Werewolf at least come with game, I think I will use your vampire. The lack of remap in default SHPs isn't a problem since they are neutral units, just like in vanilla YR.

Quote:
Why no make a faction with AI and limited buildings xD

you could inherit this faction some map specific buildings as sounds like the idea is map specific.


It's not map specific. This is for the Transylvania subfaction, which can build such crypts.


Quote:
Invisible Airburst weapon with AreaFire..? If the crypt is a 1x1 building then that should spawn 8 infantry around it.


Crypt is 2x2, and I only want a single infantry.


Quote:
If you only want one infantry at a time you could use Ares ProjectileRange= to make the weapon detonate just after firing too.


But where would it fire? Detonating it right away would make it appear inside the structure, which probably woudn't work at all.

_________

Anyways , maybe the weapon projectile itself isn't the biggest deal, there are several options like prism fire. (1% to building target itself, makes a cluster, that cluster makes a fragment, the fragment hits ground, infantry is spawned)

But I need a mechanism so that the structure fires continously at itself/at ground. I only know to do that with Infantry like Desolator. So, how?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Apr 16, 2021 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Flakscatter or Inaccurate?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 16, 2021 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:

But where would it fire? Detonating it right away would make it appear inside the structure, which probably woudn't work at all.


Make a dummy weapon that can target everything & has Range=-2 (gives it infinite range) so it can always find something to shoot at. Then give it ProjectileRange=2 so the weapon will detonate 1 cell away from the building.

If you are doing this on a custom map with the crypts in set places, it would be much better to use map triggers to spawn the infantry.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Apr 16, 2021 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

As I said, it isn't a custom map. The crypts are buildable in any map.

I tried range -2 before, the unit still doesn't scan the whole map to fire.

Example in vanilla, the ASW launcher weapon has range -2 by default.

As it seems I will have to use superweapons...

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RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Sat Apr 17, 2021 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Try Range=255 on weapon.
also set
HasStupidGuardMode=no
AttackFriendlies=yes
on Building

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Apr 17, 2021 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:

Mummy and Werewolf at least come with game, I think I will use your vampire. The lack of remap in default SHPs isn't a problem since they are neutral units, just like in vanilla YR.


You do not have any werewolf in game. Just mummy. There is silly WWF or something like that i ncode, but does nothing, and has no specific SHP. I made WolfMan. Since you want to use vampire, try Dracula as well. it is my recent work... Oh, and show screenshot of your mod, I want to see how it looks like.  Smile

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Apr 23, 2021 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
NimoStar wrote:

Mummy and Werewolf at least come with game, I think I will use your vampire. The lack of remap in default SHPs isn't a problem since they are neutral units, just like in vanilla YR.


You do not have any werewolf in game. Just mummy. There is silly WWF or something like that i ncode, but does nothing, and has no specific SHP. I made WolfMan. Since you want to use vampire, try Dracula as well. it is my recent work... Oh, and show screenshot of your mod, I want to see how it looks like.  Smile


I thought it was there because of the code. Seemed to remember it, but you must be right.

Your infantry are downloaded but I need to work a bit with them, for example I use transparent shadow and you black shadow. Will see what can do with conversion.

The technique RehteA mentioneed seems like *might* work, that or use a virtual RangeFinder weapon and a GuardRange=255 or something like that.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Apr 23, 2021 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

haha after all my work seems to be worth it. I saw someone also already using some monsters...
NimoStar, you must show your progress.
Regardless this, I also wanted to have that ability, it would be awesome if neutral could fire delivery sw at the time... But it is not possible.
But wait.. there are some scripts as far I remember, there are london maps in YR and San francisco if I remember correctly in missions, where buildings spawn infantry so Yuri can control them and send to grinders.

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