Posted: Fri Apr 19, 2019 11:49 pm Post subject:
How to Build Jumpjet Vehicle from Airfield
First you need a dummy aircraft that kills itself on born
Code:
[AircraftTypes]
+=MYDUMMYAIRCRAFT01
[MYDUMMYAIRCRAFT01]
...
TechLevel=3 ; buildable
Armor=die ; killed by the suicide AE
AttachEffect.Animation=KILLDUMMY ; a suicide AE
AttachEffect.Duration=-1
Sight=0
DesignatorRange=1 ; yes this is a designator
...
Reason behind: you build the dummy designator, causing the give-me-jumpjet-sw to fire only once then the designator dies right after born and the superweapon is on hold again. This trick supports setting primary exit.
If you want AI to recruit unit-delivered unit, set [Hunt]->Recruitable=yes _________________
AI unit in hunt mode would have gone hunting before a new team is formed to recruit it. This may not be useful for AI as a build and use unit. QUICK_EDIT
why not unit deliver a 1x1 invisible building instead? that building could produce the jumpjet via the kennel logic.
Then the jumpjet still queues with vehicles, not what I mean to achieve.
Ah, that makes more sense. Now that I think about it, this is actually a brilliant idea!
By using a dummy unit as a beacon for a UnitDelivery SW, you get the chance to employ many of the added effects of a SW for unit production, like Animations, EVA Events, Messages, Radar Events, etc.
Art.ini:
[SUICIDEANIM]
Image=INVISO
Damage=150
DamageRadius=100
LoopStart=0
LoopEnd=7
LoopCount=1
Warhead=KillSwitchWH Last edited by suffle19 on Thu Aug 15, 2019 3:16 pm; edited 1 time in total QUICK_EDIT
Do you added SUICIDEANIM to the [Animations] list?
Otherwise it won't load
Do you tried some other anim than Image=INVISO (something visible) to check if your suicide anim is played at all?
INVISO has only 1 frame. Maybe try an SHP with a few more frames.
You can delete DamageRadius. The key doesn't work AFAIK and wouldn't be necessary in the first place.
Have you tried using warhead SUPER? Maybe your special kill_switch warhead isn't working.
Why do you uselessly over-complicated this by adding a custom armortype? simply use Armor=none for the unit and SUPER warhead to kill it.
In other words, simplify down your code and rule out additional factors.
Once it works, add additional stuff like custom armors. Though Armor=none and Organic warhead would surely also work and prevent the helipad from getting damaged. There's enough already in the game to work with. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I don't undestand where's mistake in my armor or warhead.
P.s. I didnt try all tips that where described above. Currently dont have time for mod. QUICK_EDIT
I don't undestand where's mistake in my armor or warhead.
P.s. I didnt try all tips that where described above. Currently dont have time for mod.
WW made a wrong spell of "Versus", and Ares is using the right one, so you have to write Verses=... for the 11 vanilla armor types and Versus.(Ares custom armor name)=... for Ares custom armor types, that's it.
now is there way to build it when Airfield is full? Problem is - i have helipad so it has 1 dock place and when it has aircraft on it i cant build other aircraft types. QUICK_EDIT
But how will our ArcraftTypes reload?
They don't exactly have infinite ammo, nor can they be made to reload unless they dock... _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
LOL... I only get it cxtian39 all of this time told me that i wrote VersEs but its need to be VersUs... omg im such inattentive and slowpoke. Sorry. QUICK_EDIT
It's me again I dont get this "hunt" part for AI.
Can some one give example?
"Hunt" makes stuff go out and look for stuff to kill, usually the nearest targetable thing owned by a non-civvy thing. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Dunno... I added dummyunit to task force but its not appears, AI builds it but no unit spawns only designator. If i spelling actual units AI builds it from weapon factory. QUICK_EDIT
Your AI taskforce needs to be able to pull these new units from the battlefield, so make sure Autocreate=no is set on the teams that use your intended vehicle/aircraft/infantry/etc. QUICK_EDIT
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