Posted: Sun Oct 12, 2014 3:33 pm Post subject:
Preventing C4 on specific buildings
Hi.
I want to know whether there's some kind of setting that will force any infantry with C4=yes to attack a building with its Primary instead of bombing it.
For my testing purposes, I use the deployed Tick Tank and the Ghost Stalker.
So far, I've done these:
BaseNormal=no ; this is just for the building placement adjacency rule
IsBase=yes ; apparently, this is a dummy
Wall=yes ; forced to set Image=GAWALL to get it to work. The Tick Tank becomes a dumb object.
Immune=yes ; invulnerable to everything else except the C4
BridgeRepairHut=yes and Repairable=false ; the Ghost Stalker approaches the Tick Tank point-blank to place C4 on it, then switches to railgun. Can't be damaged by anything else, either.
CanC4=no ; ModEnc clearly stated this as Red Alert 2 logic. Proven it through testing.
Is there anything else I can try? Last edited by KajiTetsushi on Mon Oct 13, 2014 11:25 am; edited 4 times in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Oct 12, 2014 3:47 pm Post subject:
CanC4=no? _________________ "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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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Forgot to mention that I've already read ModEnc and verified by testing that it really is a Red Alert 2 key. Hang on. Gonna update that list. QUICK_EDIT
Short from adding Immune=yes together with LegalTarget=no to a structure (which turns the structure entirely immune and untargetable), there really is no way to prevent infantry with C4=yes from using C4 on a structure in TS. _________________ QUICK_EDIT
Short from adding Immune=yes together with LegalTarget=no to a structure (which turns the structure entirely immune and untargetable), there really is no way to prevent infantry with C4=yes from using C4 on a structure in TS.
Short from adding Immune=yes together with LegalTarget=no to a structure (which turns the structure entirely immune and untargetable), there really is no way to prevent infantry with C4=yes from using C4 on a structure in TS.
I believe you can still force-fire and destroy such building with C4. Only BridgeRepairHut=yes can truly prevent a building from being C4'd. _________________
Short from adding Immune=yes together with LegalTarget=no to a structure (which turns the structure entirely immune and untargetable), there really is no way to prevent infantry with C4=yes from using C4 on a structure in TS.
I believe you can still force-fire and destroy such building with C4. Only BridgeRepairHut=yes can truly prevent a building from being C4'd.
That's right. It would've been a nice choice, until I discovered that it makes the target building invulnerable to all damage and that the attacker still goes in C4 first. QUICK_EDIT
Short from adding Immune=yes together with LegalTarget=no to a structure (which turns the structure entirely immune and untargetable), there really is no way to prevent infantry with C4=yes from using C4 on a structure in TS.
I believe you can still force-fire and destroy such building with C4. Only BridgeRepairHut=yes can truly prevent a building from being C4'd.
Yeah, you're right about that. The building requires both BridgeRepairHut=yes and Immune=yes to make it not destroyable by C4. _________________ QUICK_EDIT
TS doesn't has enough armor types to do that.
Buildings use wood, light and heavy armor, so the fake C4 would be also able to instantly kill 90% of the units. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Mon Oct 13, 2014 11:19 am Post subject:
I... finally(?) found a workaround
Mig Eater wrote:
Replace C4 with a low range instakill weapon & then use armor types to specify what it can & cant attack.
YR does this to Tanya so she can C4 tanks as well as buildings.
Yep. I know how that works.
Lin Kuei Ominae wrote:
TS doesn't has enough armor types to do that.
Buildings use wood, light and heavy armor, so the fake C4 would be also able to instantly kill 90% of the units.
Simple! Set all buildings to wood... at the risk of more balancing work.
offtopic: Am I right to think that these are all of the armor types in that bloody game.exe? Also, kind of sad that ETS doesn't work with the latest version of FreeTS. I found ETS's Tertiary and Quaternary weapons, among some of the features, quite useful for my purposes when I had a working version long ago. If it only worked with HyperPatch, too, I would've been very satisfied.
[/offtopic]
On a whole, I think I know what to do with this C4 problem. So, thanks, everyone. QUICK_EDIT
I would think that, if carefully planned, it may even be a good decision to change the armor types.
We have a couple of armors, which can be spereted, for example like this:
wood - weak buildings (powerplants, barracks, ...)
concrete - sturdy buildings (CY, warfactory, ...)
none - light infantry, infantry without armor
light - heavier infantry like cyborgs, lighter armor for a lot of tanks as well [stealth tank, Hover MRLS, ...]
heavy - the normal tanks.
If you divide it in these categories, you can easily create new weapons which counter specific sections (anti cyborg/light tanks, anti heavy tanks, anti buildings)
Just sayin' _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
I would think that, if carefully planned, it may even be a good decision to change the armor types.
We have a couple of armors, which can be spereted, for example like this:
wood - weak buildings (powerplants, barracks, ...)
concrete - sturdy buildings (CY, warfactory, ...)
none - light infantry, infantry without armor
light - heavier infantry like cyborgs, lighter armor for a lot of tanks as well [stealth tank, Hover MRLS, ...]
heavy - the normal tanks.
If you divide it in these categories, you can easily create new weapons which counter specific sections (anti cyborg/light tanks, anti heavy tanks, anti buildings)
Just sayin'
Yes, lol. I know. I've actually made a draft of exactly that before I put this up because I was expecting no possible solution. It's not hard, I imagine, but I'm dead sure that without a sort of CanC4=no key, I'm going to find myself in a lot of work! QUICK_EDIT
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