just like the dozer from Generals building a structure. Is this possible? Last edited by twistedconversion on Fri Oct 15, 2021 12:18 pm; edited 1 time in total QUICK_EDIT
You can do it approximately in an over-complicated way
Then post the over-complicated way in the tutorials forum. _________________ C&C community is rotten. Last edited by twistedconversion on Thu Oct 03, 2019 11:54 am; edited 1 time in total QUICK_EDIT
A little example, A base unit deploy into a base conyard building that need add-on attachment to work, a conyard build the add-on and have a superweapon to spawn a base unit (with a cost), then loop. _________________ Under 2 year in conscription for socialism. QUICK_EDIT
I wanted to ask this from openRA since its basically the only thing needed to make a Starcraft-like or AOE-like mod.
However they would not listedn.
stop whining and blaming others.
Such logic is already implemented.
Look at Nomad Galaxy. There are no buildings, the big ships serve also as factories. _________________ SHP Artist of Twisted Insurrection: Nod buildings
You could use IsBase= to give the Unit in question a Construction Radius, build Building A
and give the Unit a Power Up Ray (like the Tesla Trooper has for the Tesla Tower)
and then use Brute Transformation (InfantryDeath=9) logic
to have Building A use a powered up suicide attack that transforms it into another building (or a Unit that deploys into one).
Or use Gatling Logic and Brute Transformation logic to have your "Builder" kill "Rocks" (that count as Infantry)
(In order to keep it a "Builder" unit, have all the actual enemies be immune against the attack type of the "Builder's" weapon
and have three different (one per Gatling Stage) InfantryDeath transformations (that then auto-deploy into buildings)
If your Builder can Deploy you can have him build 6 different Buildings (via 2 different Gatlings)
and another 6 Buildings at Elite Veteran Level.
Or some way to directly make the ability to Deploy dependent on Power Ups -
only way to implement that (that I see) would be to somehow have the unit give the building a veteran level (using Crate logic?)
Alternately maybe use your Construction Radius to spawn Tiberium (conveniently there are different variants)
and transform other units into deployable Buildings by having them killed by the different variants of Tiberium.
You could use IsBase= to give the Unit in question a Construction Radius, build Building A
and give the Unit a Power Up Ray (like the Tesla Trooper has for the Tesla Tower)
and then use Brute Transformation (InfantryDeath=9) logic
to have Building A use a powered up suicide attack that transforms it into another building (or a Unit that deploys into one).
IsBase= is a old tag from Tiberian Sun & doesn't do anything in RA2, even if it did though it's a building tag & doesn't work on units.
The Tesla Trooper ElectricAssault/Overpowerable logic only works with infantry powering up buildings.
InfantryDeath is as the name would suggest for infantry & doesn't work on buildings.
Buildings can only spawn infantry upon their death & not units.
With this you would still need to build a building in the normal manner, the unit would just be "converting/upgrading" it.
Rakaziel wrote:
Or use Gatling Logic and Brute Transformation logic to have your "Builder" kill "Rocks" (that count as Infantry)
(In order to keep it a "Builder" unit, have all the actual enemies be immune against the attack type of the "Builder's" weapon
and have three different (one per Gatling Stage) InfantryDeath transformations (that then auto-deploy into buildings)
If your Builder can Deploy you can have him build 6 different Buildings (via 2 different Gatlings)
and another 6 Buildings at Elite Veteran Level.
Rocks are terrain objects that cant use any code related to infantry.
Infantry cant deploy into buildings.
The rocks (why rocks of all things?) would have to be pre-placed at specific location on the map for the player to convert into buildings. In which case why not just have the actual buildings on the map so you can capture them. Or have dummy buildings that once captured fire a SW that spawns the proper building.
Rakaziel wrote:
Or some way to directly make the ability to Deploy dependent on Power Ups -
only way to implement that (that I see) would be to somehow have the unit give the building a veteran level (using Crate logic?)
Veteran level doesn't effect what a unit deploys into.
Rakaziel wrote:
Alternately maybe use your Construction Radius to spawn Tiberium (conveniently there are different variants)
and transform other units into deployable Buildings by having them killed by the different variants of Tiberium.
Units cant deploy upon death.
Units cant change what they will deploy into based on the type of damage that killed them.
buildings cant be deployed/placed on top of Tiberium.
Why Tiberium? There are easier ways to make different AOE weapons.
Also if you have to build a unit & then kill it to make it deploy, why not just deploy it like normal in the first place? _________________
Can this work? Uses UnitDelivery SW, and Advanced Rubble.
1. Use Unit Delivery SW to deliver a 'construction site', with a 'Builder' acting as a SW Designator, allowing construction wherever there's a Builder.
2. once delivered, the 'construction site' would destroy itself via AttachEffect, and turn into an AdvancedRubble with the same image plus scaffolding.
3. a 'builder' (actually an engineer) may then 'finish' this construction, (basically restoring an Advanced Rubble) into the final building.
EDIT: Just tested. This works as intended. The effect is that the normal building construction (or UnitDelivery SW targeting) only serves to let the player place the construction sites. A builder (in this case an engineer) is needed to actually finish construction and for the building to function.
If that BigInfantry suggestion passes, that can be used to make a faux Dozer/Engineer hybrid. QUICK_EDIT
Only problem with that approach will be build times. I'm not aware of Advanced Rubble being able to account for any sort of delay between the repairing unit entering and the building being "restored." This could lead to a scenario where someone walks a builder unit just outside someone's base, has a spawn SW ready for a defensive structure, places it, and immediately builds it up with their builder unit. I could see that being abused in a multitude of ways. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Two ways around that. Step 1 doesn't necessarily have to be a SW-based placement. it can be a normal construction with the added benefit of building foundation being shown and the ability to divide structures into the two tabs we already have, instead of just the base defenses tab. This method feels better for me.
The other way is to use Rubble.Destroyed.Anim= to put an artificial delay between the moment of 'destruction', and the actual rubble appearing. I haven't tested this, so I don't know if engineers are prevented from restoring the building while the Anim is playing, but they should. QUICK_EDIT
Can this work? Uses UnitDelivery SW, and Advanced Rubble.
1. Use Unit Delivery SW to deliver a 'construction site', with a 'Builder' acting as a SW Designator, allowing construction wherever there's a Builder.
2. once delivered, the 'construction site' would destroy itself via AttachEffect, and turn into an AdvancedRubble with the same image plus scaffolding.
3. a 'builder' (actually an engineer) may then 'finish' this construction, (basically restoring an Advanced Rubble) into the final building.
EDIT: Just tested. This works as intended. The effect is that the normal building construction (or UnitDelivery SW targeting) only serves to let the player place the construction sites. A builder (in this case an engineer) is needed to actually finish construction and for the building to function.
If that BigInfantry suggestion passes, that can be used to make a faux Dozer/Engineer hybrid.
Can I know how please? Because I don't know how to make a designator for sw unit delivery. QUICK_EDIT
Can I know how please? Because I don't know how to make a designator for sw unit delivery.
I've only mentioned the extra keys for each section.
; Existing building
[NAHAND] ;Soviet Barracks, as prerequisite for NAWEAP
SuperWeapons=NAWEAPSW
; New Infantry
[BUILDER] ;the unit you want as a builder. Copy from an Engineer.
Image=ENGINEER ; change this if you have something better
Engineer=yes
DesignatorRange=7 ;Defaults to Sight= value
; New Superweapon
; Delivery Superweapon for Soviet War Factory.
[NAWEAPSW] ; You need one for each building.
Type=UnitDelivery ; You can deliver any technotype
SW.Designators=BUILDER ; the destination must be around this technotype
Deliver.Types=NAWEAPSITE ;what to deliver
Money.Amount=-2000 ; how much it would cost
SW.AuxBuildings=NACNST ; this makes the SW unavailable unless the player has this building
; New Building ; copy from NAWEAP, and change as necessary
[NAWEAPSITE] ;ART code for this needs the same foundation as NAWEAP. image can be invisible.
Strength=1
Armor=wood
Rubble.Destroyed=NAWEAPSITE2 ; when destroyed, turn into this.
TechLevel=-1 ;you won't be building this normally
AttachEffect.Animation=KILLSELF ;animation ART code will kill the unit slowly
AttachEffect.Duration=-1 ;till death
; New Building
[NAWEAPSITE2] ;this too. This is the actual construction site as it appears to the player
Rubble.Intact=NAWEAP ;the actual building you want to deliver
Rubble.Intact.Strength=1000 ;match NAWEAP's Strength=
Rubble.Intact.Anim=NAWEAPMK
TechLevel=-1 ;you won't be building this normally
; Existing Building
[NAWEAP]
TechLevel=-1 ;you won't be building this normally
;;///ART
;; Create ART sections for [NAWEAPSITE] and [NAWEAPSITE2] as necessary
; New Animation ; you can re-use this animation for everything
[KILLSELF]
Image=NULL
Damage=1000
Warhead=KSWH
That should do the trick. Make sure you add everything to the respective lists.
How this works is, once you have a soviet barracks, you gain access to a superweapon that delivers a fake building. This building destroys itself with an attacheffect animation, turning itself into another building (the construction site). When you send a Engineer or Builder into the construction site, it turns into the final building, a soviet War Factory, in this case. QUICK_EDIT
Can I know how please? Because I don't know how to make a designator for sw unit delivery.
I've only mentioned the extra keys for each section.
; Existing building
[NAHAND] ;Soviet Barracks, as prerequisite for NAWEAP
SuperWeapons=NAWEAPSW
; New Infantry
[BUILDER] ;the unit you want as a builder. Copy from an Engineer.
Image=ENGINEER ; change this if you have something better
Engineer=yes
DesignatorRange=7 ;Defaults to Sight= value
; New Superweapon
; Delivery Superweapon for Soviet War Factory.
[NAWEAPSW] ; You need one for each building.
Type=UnitDelivery ; You can deliver any technotype
SW.Designators=BUILDER ; the destination must be around this technotype
Deliver.Types=NAWEAPSITE ;what to deliver
Money.Amount=-2000 ; how much it would cost
SW.AuxBuildings=NACNST ; this makes the SW unavailable unless the player has this building
; New Building ; copy from NAWEAP, and change as necessary
[NAWEAPSITE] ;ART code for this needs the same foundation as NAWEAP. image can be invisible.
Strength=1
Armor=wood
Rubble.Destroyed=NAWEAPSITE2 ; when destroyed, turn into this.
TechLevel=-1 ;you won't be building this normally
AttachEffect.Animation=KILLSELF ;animation ART code will kill the unit slowly
AttachEffect.Duration=-1 ;till death
; New Building
[NAWEAPSITE2] ;this too. This is the actual construction site as it appears to the player
Rubble.Intact=NAWEAP ;the actual building you want to deliver
Rubble.Intact.Strength=1000 ;match NAWEAP's Strength=
Rubble.Intact.Anim=NAWEAPMK
TechLevel=-1 ;you won't be building this normally
; Existing Building
[NAWEAP]
TechLevel=-1 ;you won't be building this normally
;;///ART
;; Create ART sections for [NAWEAPSITE] and [NAWEAPSITE2] as necessary
; New Animation ; you can re-use this animation for everything
[KILLSELF]
Image=NULL
Damage=1000
Warhead=KSWH
That should do the trick. Make sure you add everything to the respective lists.
How this works is, once you have a soviet barracks, you gain access to a superweapon that delivers a fake building. This building destroys itself with an attacheffect animation, turning itself into another building (the construction site). When you send a Engineer or Builder into the construction site, it turns into the final building, a soviet War Factory, in this case.
Thank you very much. I am very appreciated. QUICK_EDIT
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