Captain Joined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Are this things gonna be possible to do: 1. Whenever power runs out then all of the player's units cannot attack but can still move, and the player's units also change armor to a weaker one. 2. Raptor jets will be able to alternate between flying and hover mode(like a helicopter hover) 3. Raptor jets will be able to switch weapons(Plasma weapons or Nuke barrage(I made custom weapons for Raptors xD) 4. Make a projectile just pass through units(Ofcourse dealing damage to the units it passes through), and the projectile will stop when a certain distance has been reached. I just wanna know if it's possible to do those things, or if I can't do it then is there an alternate way of similarly achieving it? And one last question, where can I find the battleship unit? I wanna make a unit that looks like the battleship but can move and attack. I only found the aircraft carrier but I can't seem to find the battle ship |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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Major Joined: 1/1/2010(UTC) Posts: 143 Location: The European Community
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This feller needs to read up on balance! and its vital importance in gaming! Quote:A feature where it's possible to acquire new hardware even nuke-tips for guided missiles should exist somewhere! have I mentioned this already? 15k Have seen some of the features you've suggested on Mods, Edited by user Monday, June 29, 2015 8:53:29 AM(UTC)
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Major Joined: 3/27/2015(UTC) Posts: 490
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1. No, as far as I know. 2. Yes! Combat Bike Logic. 3. Yes. Look at how Rangers change weapons. 4. Yes! Make the weapon not collide with anything, Make the projectile of the weapon emit a damage field using ECM Tank Logic. 5. Check under AmericaMiscUnit.ini, AmericaVehicleBattleShip You'll have to modify it a bit to make it move, use weapons and all that. Unless you... Want me to actually code these for you. Edited by user Monday, June 29, 2015 9:07:33 AM(UTC)
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2 users thanked Zatsupachi for this useful post.
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Captain Joined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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AMGintermission wrote:This feller needs to read up on balance! and its vital importance in gaming! Well, if you're saying that those units I plan to make are gonna be overpowered, well, it's not going to be like that. I've made a weakness in the new General I'm making that when you lose power then all the units get shut down(like Laser General). So all the Plasma/Laser/Railgun weapons are gonna be useless the second you lose power Zatsupachi wrote:1. No, as far as I know. 2. Yes! Combat Bike Logic. 3. Yes. Look at how Rangers change weapons. 4. Yes! Make the weapon not collide with anything, Make the projectile of the weapon emit a damage field using ECM Tank Logic. 5. Check under AmericaMiscUnit.ini, AmericaVehicleBattleShip You'll have to modify it a bit to make it move, use weapons and all that. Thanks dude Zatsupachi wrote:Unless you... Want me to actually code these for you. Well I usually try my best to do things myself. The only time I ask for people to code it for me is when I really can't do it and when it seems impossible for me(but I think I can manage to make this ) |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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Captain Joined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Wait, I have another question(just came up on me), is it possible that when a certain upgrade is finished then the unit will be immune to EMP attacks. Code:KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT POWERED EMP_HARDENED
I want the EMP_HARDENED part to only be available when the upgrade is finished. Will something like this work: ? Code:KindOf = Conditions = PLAYER_UPGRADE PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT POWERED EMP_HARDENED
Or maybe this: (?) Code:ArmorSet
Conditions = PLAYER_UPGRADE
Armor = Energy
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT POWERED EMP_HARDENED
DamageFX = SupW_OCL_PatriotEMPEffectSpheroid
End
>>>EDIT:<<< Ah nevermind I found the necessary code it in the AirforceGeneral.ini file Code:Behavior = ArmorUpgrade ModuleTag_Armor25
TriggeredBy = Upgrade_AmericaCountermeasures
End
Edited by user Monday, June 29, 2015 11:07:55 AM(UTC)
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Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I didn't think countermeasures did that. I was under the impression that it made the aircraft semi-immune to missiles. |
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Captain Joined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Originally Posted by: klingondragon I didn't think countermeasures did that. I was under the impression that it made the aircraft semi-immune to missiles. That was just a piece of code I got in AirforceGeneral.ini, the real code that I did is: Code:Behavior = ArmorUpgrade ModuleTag_Armor25
TriggeredBy = Upgrade_AWATDEnergyArmor
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Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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Major Joined: 1/1/2010(UTC) Posts: 143 Location: The European Community
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Wasn't referring to the idea you had for units, Mainly the power situation on attacking armies? Suppose it could be like an EMP field covering a vast radius? suggestion's a tad unreasonable though Plays-down one of our best opportunities.... |
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Captain Joined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Originally Posted by: AMGintermission Wasn't referring to the idea you had for units, Mainly the power situation on attacking armies? Suppose it could be like an EMP field covering a vast radius? suggestion's a tad unreasonable though Plays-down one of our best opportunities.... Ok... Though I got another idea that came up on me, but I don't know exactly on how I can do it. I'm planning on adding and artillery unit to my custom faction but I want it's attack to be like this: The unit can attack in a similar way like the Particle Cannon but instead, 5 laser beams will shoot out(shoots like a Particle Cannon) and deal large damage in a small area. But I don't know how to do that |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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Major Joined: 1/1/2010(UTC) Posts: 143 Location: The European Community
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The balance on 5 particle beams is NON-existent! I don't even think the games graphic capability could cope with such a sudden death without a glitch? would even make light work of a Command Centre, Also if these 5 particle beams Spiral around in a circle motions; have seen it before.... |
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Captain Joined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Originally Posted by: AMGintermission The balance on 5 particle beams is NON-existent! I don't even think the games graphic capability could cope with such a sudden death without a glitch? would even make light work of a Command Centre, Also if these 5 particle beams Spiral around in a circle motions; have seen it before.... You don't get what I mean... I don't want it to shoot the Particle Cannon projectile(the big laser beam), I want it to rain down/shoot a set of projectiles at an area in a similar way the Particle Cannon shoots out the laser beam but instead of the big laser beam it will only fire like 5 small laser projectiles that does a bit of damage but still not as damaging as the real Particle Cannon laser beam... |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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Major Joined: 1/1/2010(UTC) Posts: 143 Location: The European Community
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Then how about taking this idea away from the (SW) P-cannon concept and just presenting it as an updated Fire Dragon with a Plasma addition (giving the flame more body and presence) Seems too powerful as an SW.... |
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Captain Joined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Originally Posted by: AMGintermission Then how about taking this idea away from the (SW) P-cannon concept and just presenting it as an updated Fire Dragon with a Plasma addition (giving the flame more body and presence) Seems too powerful as an SW.... The unit I'm making isn't supposed to be a Super Weapon(SW) it's just supposed to be an artillery unit that has slow movement, I just want it to be able to shoot out 5 laser shots(that isn't much powerful or devastating), I want the unit to shoot that like a Particle Cannon would do, which is shooting the projectiles up then after a few seconds the projectiles would rain down on the a small targeted area |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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Major Joined: 1/1/2010(UTC) Posts: 143 Location: The European Community
Thanks: 3 times Was thanked: 6 time(s) in 6 post(s)
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This is a common ability in Sci-fi games (I.e D.O.W), I suppose as a unit what you'll have to do then; is create a something with 5 reflectors on it, that has a link to the Particle Cannon.... Quote:As you may know the actual cannon itself fires a laser upward to a satellite that then reflects the beam downward onto the battlefield.... Edited by user Thursday, July 9, 2015 3:59:25 PM(UTC)
| Reason: Touched up.... |
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Major Joined: 3/27/2015(UTC) Posts: 490
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Well, if you want a unit the shoots ala-Athena Cannon. Then I suggest making "projectiles" to shoot at the target and when the "projectile" detonates, it spawns a particle beam object with a damage field.
Then after, you'll only have to make a visual representation of it shooting to a particle beam relay satellite. |
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