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Mind Control Vehicle Keeps Moving ?
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adamstrange
Cyborg Artillery


Joined: 07 Mar 2013

PostPosted: Sat Nov 30, 2024 10:59 am    Post subject:  Mind Control Vehicle Keeps Moving ? Reply with quote  Mark this post and the followings unread

I have a Battlefortress that has Yuri's mind control but when it takes over a unit or two, it starts to move toward enemy territory.

How do I code it so it does not move into enemy territory ?

[ARC]
UIName=Name:Allied Repair Control
Name=Allied Repair Control
Image=ARC
Prerequisite=GAWEAP;GATECH
Primary=MindControlDevice
;Secondary=RepairBullet
;Turret=yes
Strength=600
Category=AFV
Armor=heavy

CanPassiveAquire=yes ; Won't try to pick up own targets
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=11
Speed=4
PipScale=Passengers
Passengers=4
OpenTopped=yes;passengers can shoot out
SizeLimit=2;1 ;gs like half track and Blackhawk.  Terror Drones and Brutes are allowed in.
CrateGoodie=yes
Crusher=yes
OmniCrusher=yes;gs can crush things not normally crushable
Owner=British,Germans,Alliance
Cost=1500
Soylent=2000
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=39
DebrisTypes=TIRE,AXLE,PIECE
DebrisMaximums=13,13,13
VoiceSelect=BattleFortressSelect
VoiceMove=BattleFortressMove
VoiceAttack=BattleFortressAttackCommand
VoiceFeedback=
DamageSound=ShellImpact
DieSound=GenVehicleDie
MoveSound=BattleFortressMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=CrusherAll;gs OmniCrush handles crushing tanks and such, this handles walls
ThreatPosed=35 ; This value MUST be 0 for all building addons
SpecialThreatValue=1
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OmniCrushResistant=yes;
OpportunityFire=yes
PipScale=MindControl
GuardRange=175
BuildLimit=2

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Nov 30, 2024 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

GuardRange=175, with a number that high it will make the unit auto attack targets on the other side of the map.

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adamstrange
Cyborg Artillery


Joined: 07 Mar 2013

PostPosted: Mon Dec 02, 2024 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

ThankS Mig

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Overmind
Rocket Cyborg


Joined: 05 May 2022

PostPosted: Tue Dec 03, 2024 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Only use high GuardRange values for units that you want to go hunting around the map. GuardRange should most of the time be the primary weapon range.

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Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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