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How to make Chrono Prison in Ares
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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Mon Nov 23, 2015 12:46 pm    Post subject:  How to make Chrono Prison in Ares Reply with quote  Mark this post and the followings unread

I tried to make this unit many time, but it not work.
Can you help me the code? Please  Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 23, 2015 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Mon Nov 23, 2015 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Originally intended for Yuri’s Revenge, with published concept art and even appearing on the original version of the box art, the Chrono Prison was planned as a unit which would suck units into a “containment sphere” in its turret; the turret would grow with each unit sucked in, and if the prison were destroyed, the units would be free again.


Yeah, I want some proof that's how it was supposed to work. I remember Chrono Prison only being mentioned in name on the box. #Tongue

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Nov 23, 2015 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can see that it has an empty and a full state:



I think it would kinda be like a transport, with all the occupants evicting upon destruction of the vehicle.
Over here residual code is even mentioned.

I mean, that's the concept of a prison, right? The units don't die, they just get imprisoned, destroy the prison and the prisoners are free! Very Happy

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/ppm/'s stupidity

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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Wed Nov 25, 2015 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

[CHRP]
UIName=NOSTR:Chrono Prison
Name=Chrono Prison
Prerequisite=GATECH,FUTECH
Strength=450
Category=AFV
Armor=light
IsTilter=yes
Turret=yes
PipScale=Passengers
Passengers=1
;PassengerTurret=yes
;PipScale=Ammo
;PipWrap=1
;Ammo=1
;InitialAmmo=0
;Reload=500
;EmptyReload=300
;ReloadIncrement=300
;UnitAbsorb=no
;InfantryAbsorb=yes
MinDebris=1;1
TurretCount=5
WeaponCount=1
Weapon1=NeutronCannon
EliteWeapon1=NeutronCannon
;Weapon2=CRElectricBolt
;EliteWeapon2=CRElectricBolt
;Weapon3=CRM60
;EliteWeapon3=CRM60
;Weapon4=CRFlakGuyGun
;EliteWeapon4=CRFlakGuyGun
;Weapon5=CRMindControl
;EliteWeapon5=CRMindControl
IsChargeTurret=yes
AllowedToStartInMultiplayer=no
VeteranAbilities=FASTER,STRONGER,VEIN_PROOF
EliteAbilities=SELF_HEAL,RADAR_INVISIBLE,CRUSHER
TooBigToFitUnderBridge=true
TechLevel=9
Sight=6
Speed=4
CrateGoodie=yes
Crusher=yes
Owner=British,French,Americans,Alliance,Greece,Germany
RequiredHouses=Germany
Cost=1800
Soylent=1000
BuildTimeMultiplier=1.1
Points=40
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,WARPAWAY,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=PrisonSelect
VoiceMove=PrisonMove
VoiceAttack=PrisonAttackCommand
MoveSound=PrisonMoveStart
CrushSound=TankCrush
;DebrisMaximums=10
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=40
DamageParticleSystems=SmallRedSSys
Weight=5.0
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
SizeLimit=0
OpportunityFire=no
CanPassiveAcquire=yes
CanRetaliate=yes
MobileFire=no
DamageSound=VehicleDamagedHeavy
Crewed=yes
DeathWeapon=DefaultDeathWeapon
Explodes=yes
ThreatAvoidanceCoefficient=1.0
;Prerequisite.StolenTechs=4

[NeutronCannon]
Damage=100
ROF=100
Range=6
;Cursor=Chrono2
Speed=100
Projectile=InvisibleMedium
Warhead=ChronoWarpWH
Report=ChronoLegionAttack2
FireWhileMoving=no
IsRadBeam=yes
PenetratesBunker=yes
Abductor=yes

I don't work for me Sad what wrong with my code?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Nov 25, 2015 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

It can't absorb anything because Passenger size is so low?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Nov 25, 2015 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Low Passenger amount is just a thing. SizeLimit=0, however is a showcase of IQ, especially since the manual even points that out as a source of problem.

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"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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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Nov 28, 2015 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

[Weapon]►Abductor= (boolean)
If set to yes, weapons with this flag will absorb the target into the attacker’s passenger hold. Should the attacking unit be destroyed, its passengers will emerge. Slaves’ and spawned units’ owner will be changed to the house Special. If the abductor is “full” or the victim cannot be abducted, conventional damage is dealt. Defaults to no.

Note
Please make sure you have a passenger hold when using this. Also remember that SizeLimit defaults to 0, so if you don’t set it, abduction of most units will be denied. As usual, PipScale is required for all transports.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Nov 28, 2015 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

PenetratesBunker on an Abductor weapon - oh my! I never thought of it, but if that works, it will surely be a very interesting effect!

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