Basically what I think he wants is a tag that allows you to define which buildings a spy may enter with the default being "All buildings".
This would allow certain spies the ability only to spy some buildings.
Say you wanted to make a cheap money thief, but using spy logic would make the thief overpowered, but instead with this logic you can make it only able to infiltrate refineries, oil derricks, etc.
Or say you want spies which can infiltrate but only to steal technology etc, or production facilities.
In the case of Deathreaperz, he wanted spies which could only target Radar facilities. These would be spies made specifically for that purpose, which would be unable to steal money, gain new stolen tech, turn off power, etc.
It does have a use as it allows multiple spy types, which effectively could create more INF units and balance certain spy abilities based on the mod.
Or perhaps you want all your basic infantry in your mod to be able to have spy logic but only on certain buildings. This would be balanced by modder for their own ideas of course.
This all being said, he wasn't perfectly clear, and he did not submit the feature request in the right place, instead this thread should have been a discussion about his feature request which he should have made. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jun 08, 2013 8:49 am Post subject:
TL;DR: deathreaperz = stupid. _________________ "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
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Graion Dilach, I though that guy cannot surprise you anymore.
EricAnimeFreak, like you said ,he wasn't perfectly clear". Actually, he is never clear, just take your own investigation, and see all of his threads. There is no single thread where he explained exactly what he wants.
Anyway, back to topic. I agree with you two in some ways, that maybe this thing would be better, lets say, indeed spy can be made only to infiltrate refineries.
However, if we talk about extending spy logic.
I would like to add to this request following stuff.
[FactoryType] with Spyable=yes of course
ProductionDisable=[number of frames]
So, when spy infiltrates war factory, he will disable it, so you cannot produce anything from there from number of frames which is specified. its similiar in Generals when saboteur enters in barracks or war factory. You get all tanks and vehicles darker colored cameos (same as when you train hero, and after he exit from barracks, his icon got dark) when factory or barracks is disabled.
That also may work for refineries to disable them to receive money from harvesters for certain frames.
Additionally, tag should be set to determinate either current infiltrated building will be disabled or all buildings of same type. Also, disabled building should no play any of active anim, not matter if anim is powered or no.
Also, I would request expanding
SpyEffect.RevealProduction=
on power plants, so each time you click on enemy power plant it will act like you clicked on your own, showing you power production/drain. So when you play against AI or player, you would know kinds how many plants to destroy before his power got shut down. InRA1, you could do same, except you did not get numbers, you got pip scale of production instead each time you click on power plant you spied upon. I cannot remember exactly, but you get two different colors of pip scales, one representing power production, second representing drain. _________________
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