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Speed upgrade
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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Wed Jun 26, 2013 1:40 am    Post subject:  Speed upgrade Reply with quote  Mark this post and the followings unread

Here's another one of those weird discoveries. If you give a warhead:

Code:
[WarheadX]
LimpetFactor=120 ; Anything above 100 will do


The unit targetted with the limpet logic weapon will become faster instead of being slowed down. The bigger the number the faster it becomes. Combine that with a repair weapon or force-fire on your own units to make them faster. Could maybe have like a veteran pilot infantry that can enter vehicles to make them faster. Though I think repairing the vehicle would remove the speed upgrade.


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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Wed Jun 26, 2013 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

This, is very interesting logic. Perhaps you can add special infantries, which then can be used to upgrade your vehicles speed. (if the limpetfactor will allow infantries to enter vehicles.)

And yes, repairing depot / repair unit will remove the upgrade, IIRC.

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Jun 26, 2013 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Basically what you're doing is bugging the unit.
So it would work the same like RA2's Terror Drone, repairing removes the effect.

Not sure about global health crates though...

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Wed Jun 26, 2013 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Few further tests showed that going above 100 seems to always make it move super fast. I couldn't spot a difference between 101 and 500, it always moved really fast and in a bit buggy way, stopping every now and then. But if you make the value negative you can control the speed upgrade. E.g. LimpetFactor=-50 will make the unit slightly faster, while LimpetFactor=-500 will already make it quite fast.

Also if you attach it to a repair type weapon, the speed upgrade can't be used in hacky ways (trying to attach to buildings, infantry or enemy units). Though this only works for vehicles (infantry would turn into medics) and it does require for the target vehicle to be at least slightly damaged. And yeah, repairing the unit removes the speed bonus.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Wed Jun 26, 2013 3:23 am    Post subject: Reply with quote  Mark this post and the followings unread

The factor is (100 - LimpetFactor) * 0.01. This value is multiplied with the Speed= value to get the current maximum speed.

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Wed Jun 26, 2013 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Funny Laughing

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 26, 2013 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Alex for the accurate formula and SuperJoe for this interesting find.

SuperJow, do you found a way to keep the LimpetFactor firing unit (so it doesn't vanish)?
How about using a double stage reaper splits weapon? First warhead just for targeting and the second warhead having the LimpetFactor.
Then you could create a unit which can slow down an unlimited number of enemy units.

Maybe even combine that with an area effect Web logic, so you can slow down a whole army with one shot. It could be a nice alternative to the EMP.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Wed Jun 26, 2013 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
SuperJow, do you found a way to keep the LimpetFactor firing unit (so it doesn't vanish)?
How about using a double stage reaper splits weapon? First warhead just for targeting and the second warhead having the LimpetFactor.
Then you could create a unit which can slow down an unlimited number of enemy units.

Maybe even combine that with an area effect Web logic, so you can slow down a whole army with one shot. It could be a nice alternative to the EMP.


I've experimented with reaper logic and limpet logic together quite a lot, but never got anything useful out of it. If the limpet logic is used at stage 1, the stage 2 weapon simply never fires (unless you force-fire ground). If it's used on stage 2, the limpet logic is not applied at all. I've tried a lot of things trying to get the unit not to disappear, or to get the unit to disappear without infecting the target, but nothing worked. But it would be worth testing out some more things with it, like say railgun or particle system logics, or some other special keys.

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Exley
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PostPosted: Wed Jun 26, 2013 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe does this work on aircrafts or is locked to vehicles ?

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Thu Jun 27, 2013 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
SuperJoe does this work on aircrafts or is locked to vehicles ?


Quick test shows it doesn't work on aircraft. You can infect them (and their selection box shows they are infected), but their speed remains unchanged. You can infect infantry too but their speed doesn't change either (nor does the selection box).

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Thu Jun 27, 2013 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

If infantry speed boost would work, it would just get it stuck, this may happen with shp vehicles too.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Jun 27, 2013 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Yup, the terror drone does this.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 27, 2013 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

This is because of the mech/walk locomotor and not due to them being SHPs.
Their locomotor (at least in TS) has a glitch which causes the unit to turn for 11.25° counterclockwise after every walk cycle. On fast units this causes the unit to rotate uncontrollable and prevent it from moving further.

Use the normal drive locomotor and the SHP can be as fast as you want.

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