Major Joined: 11/6/2015(UTC) Posts: 152
Thanks: 8 times Was thanked: 4 time(s) in 4 post(s)
|
is it possible at all to give unit say for 5 seconds faster speed and then back to normal?
i can't find any mechanically close unit as example, so can imagine only "create obj inside > status weapon > unit reacts on status weapon with change of locomotor to fast > internal obj die-status-weapon > unit reacts with change back to normal" and even this i can't manage to work.../
any ideas, hints, other variants?
|
|
|
|
Moderator Joined: 7/6/2004(UTC) Posts: 944 Location: Canada Thanks: 15 times Was thanked: 10 time(s) in 7 post(s)
|
|
|
|
|
|
Major Joined: 11/6/2015(UTC) Posts: 152
Thanks: 8 times Was thanked: 4 time(s) in 4 post(s)
|
Originally Posted by: renaissance actually the unit i want to modify for start is exactly using bike-logic, but i can't understand how to switch drivers automatically with timed delay. for example i'd wish to make Red Guard run faster for 5 seconds when switched to bayonet. why not simply faster locomotor for whole bayonet-driver?= that would be free fast travel for Red Guards masses, basically cheating, while i wish for timed rush ability to fast shorten the distance on attack. i was thinking about creating internal object to grant upgrade on drivers switch and same delete upgrade on obj auto-destroy, but apparently there is no way to transfer granted per-unit upgrade to parent unit, only if that upgrade is global.
|
|
|
|
Moderator Joined: 7/6/2004(UTC) Posts: 944 Location: Canada Thanks: 15 times Was thanked: 10 time(s) in 7 post(s)
|
Bear with me, it's been a loooong time since I've touched this game, but this is how I think you can do it.
- have your upgrade simultaneously update the locomotor to fast and spawn a dummy weapon with a time delay - at the end of the timer the weapon/projectile dies - have that weapon's death (I forget the term) reset the locomotor |
|
|
|
|
Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
|
Well , as a matter of the fact I've also been looking to switch a unit's speed between Fast , Normal & Slow . In my opinion the logic we need is to change the unit , replace it with another which will die in 5 seconds and when dead the OCL will replace it with the original one again . I'll try to figure an exact solution out for this but until then this is how it works I guess . EDIT : I think the way "renaissance" means is similar to American Drons . They will be spawned by the Upgrade and when die , They'll take out the Upgrade with themselves . This is actually much more efficient than my way . Edited by user Sunday, May 13, 2018 9:31:48 PM(UTC)
| Reason: Not specified |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
|
|
|
Major Joined: 11/6/2015(UTC) Posts: 152
Thanks: 8 times Was thanked: 4 time(s) in 4 post(s)
|
Originally Posted by: Unknown Editor They will be spawned by the Upgrade and when die , They'll take out the Upgrade with themselves . This is actually much more efficient than my way . but how this "additional" unit/obj must be created to grant/remove per-unit upgrade? that is issue i can't find an answer. to create internal obj or invisible drone that will grant upgrade for parent-unit and remove it or grant new on delayed death would be great - but How??
|
|
|
|
Moderator Joined: 7/6/2004(UTC) Posts: 944 Location: Canada Thanks: 15 times Was thanked: 10 time(s) in 7 post(s)
|
To say I'm rusty is an understatement. I haven't touched the INIs in over a decade. I wish I could help but I can't remember. |
|
|
|
|
Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
|
First we'll need a Command Button with the appropriate image , then set the properties of command button : If you ask me , you'll need to use a special power instead to give it a cool down . But with this , You should then use a new unit with everything same to the main unit but the Locomotor . I will try to find a way to skip requiring a new unit but if I can't then we'll need one . Code:
ObjectCreationList OCL_SpeedBoost
CreateObject
ObjectNames = SpeedBoost
Disposition = LIKE_EXISTING
Count = 1
IgnorePrimaryObstacle = Yes
RequiresLivePlayer = Yes
End
End
SpecialPower SpecialPowerCommunicationsDownload
Enum = SPECIAL_COMMUNICATIONS_DOWNLOAD
ReloadTime = 25000 ; 25 Seconds
PublicTimer = No
InitiateSound = NoSound
End
CommandButton GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun
Command = OBJECT_UPGRADE ;SPECIAL_POWER
;SpecialPower = SpecialPowerCommunicationsDownload
Upgrade = GC_Slth_Upgrade_GLAQuadCannonSnipe
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:SpeedBoost
DescriptLabel = CONTROLBAR:ToolTipSpeedBoost
ButtonImage = SUSnipBull
ButtonBorderType = ACTION
End
Upgrade GC_Slth_Upgrade_GLAQuadCannonSnipe
DisplayName = UPGRADE:SpeedBoost
BuildTime = 0.0
BuildCost = 0
ButtonImage = SUSnipBull
End
MappedImage SUSnipBull ; Rank_Private_USA
Texture = SCShellUserInterface512_006.tga
TextureWidth = 512
TextureHeight = 512
Coords = Left:237 Top:163 Right:397 Bottom:323
Status = NONE
End
CommandSet GenericRunCommandSet ; at list untill we add other commands
1 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun
End
Object AmericaInfantryRanger ; Take Ranger as the Test Object
AddModule
;Behavior = OCLSpecialPower ModuleTag_SpeedBoost
; SpecialPowerTemplate = SpecialPowerCommunicationsDownload
; OCL = OCL_SpeedBoost
;End
Behavior = ObjectCreationUpgrade ModuleTag_SpeedBoost
TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe
UpgradeObject = OCL_SpeedBoost
End
Behavior = LocomotorSetUpgrade ModuleTag_BoostTriggger
TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe
End
Behavior = ProductionUpdate ModuleTag_Productive
;No Data
End
End
CommandSet = GenericRunCommandSet
UpgradeCameo5 = GC_Slth_Upgrade_GLAQuadCannonSnipe
Locomotor = SET_NORMAL BasicHumanLocomotor
Locomotor = SET_NORMAL_UPGRADED ColonelBurtonGroundLocomotor
End
Object SpeedBoost
AddModule
Body = HighlanderBody ModuleTag_BODY
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = UpgradeDie ModuleTag_UpgradeUndo
DeathTypes = ALL
UpgradeToRemove = GC_Slth_Upgrade_GLAQuadCannonSnipe
End
Behavior = SlavedUpdate ModuleTag_Slave
StayOnSameLayerAsMaster = Yes
End
Behavior = LifetimeUpdate ModuleTag_DeathTime
MinLifetime = 5000
MaxLifetime = 5000
End
Behavior = DestroyDie ModuleTag_Death
;No Data
End
End
KindOf = PRELOAD
End
WORKS : FALSE STATUS : UNDER_CONSTRUCTION Please give me information about what unit is it so , I can continue . Edited by user Thursday, May 17, 2018 12:17:12 AM(UTC)
| Reason: Not specified |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
1 user thanked Unknown Editor for this useful post.
|
|
|
Major Joined: 11/6/2015(UTC) Posts: 152
Thanks: 8 times Was thanked: 4 time(s) in 4 post(s)
|
Originally Posted by: Unknown Editor Please give me information about what unit is it so , I can continue . my starting goal was to give Red Guard charge ability when switched to bayonet - so after weapon switch for few seconds unit runs faster. that's why to give simply second locomotor is not good as that would be a fast-travel-cheat. and to create new unit may be tricky as that can create more bugs with transferring units conditions, plus unit stops on creation canceling "charge" itself.
|
|
|
|
Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
|
Hey guys , I've got you good news : GAME ENGINE does not meet the minimium requirements Sorry , But there seems to be only 1 way to set the locomotor back and that's only with scripts . I've taken 5 tries and all failed where we should have gotten the speed back to normal . All due to the Engine's lack of Support . Here is all I've done and failed ; I'll try other ways if possible but these may help you guys find other solutions for this speed issues . HOPE THIS CAN ACTUALLY HELP : Edited by user Saturday, May 19, 2018 1:21:55 AM(UTC)
| Reason: Not specified |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
|
|
|
Major Joined: 11/6/2015(UTC) Posts: 152
Thanks: 8 times Was thanked: 4 time(s) in 4 post(s)
|
@Unknown Editor thanks for trying. well no way is an answer too, at least i'll know that it's not possible, though logical variant with internal sub-obj granting 2 upgrades on creation and death seems so close to real.
|
|
|
|
Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
|
Well , I'm actually heading for new ways ; If I have learned sth from this world , It's there is always a way in . Of course there should be a way for this too ; I'll just need to find a working methode .
And nothing will stop this one , not even the Game engine (as it actually blocked the last one for NO REASON) |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
|
|
|
Major Joined: 11/6/2015(UTC) Posts: 152
Thanks: 8 times Was thanked: 4 time(s) in 4 post(s)
|
Originally Posted by: Unknown Editor And nothing will stop this one , not even the Game engine (as it actually blocked the last one for NO REASON) that's most irritating when it crashes with no explanation other then "serious error" or some memory address link.
|
|
|
|
Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
|
Well , I actually know how to handle this crashes , All I can't see is why won't some coded units just work as coded ; for example : some won't die , some won't make any difference , some will play as NOT_COLLIDE while they are tottally COLLIDE |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
|
|
|
Users browsing this topic |
Guest (2)
|
Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.