Captain Joined: 4/25/2010(UTC) Posts: 84
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Hi guys, could anyone possibly know how to make hackers capture vehicles instead of disabling them? The only moduletag I know of that converts a vehicle to your faction's is in all hijacker's code but that requires someone to go in/collide with a vehicle. Will this work with the binarydatastream of hackers? or does anyone know of another way?
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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i think the best way would be to use the defector special power that was never used in the game. But it would have an instant effect, so the enemy team wouldn't be able to defend it's unit. Also seems it would be really over powered, unless you could only build one guy with that power. i think the defector power can be limited to vehicles, not sure. |
one soul at a time |
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Captain Joined: 4/25/2010(UTC) Posts: 84
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Well since nobody else got any ideas i guess that is my last resort.
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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 had a look at the coding for black lotus' special powers and i think you may be able to modify the capture building or disable vehicle one to capture vehicles buti think defector could be better |
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Captain Joined: 4/25/2010(UTC) Posts: 84
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Originally Posted by: klingondragon I had a look at the coding for black lotus' special powers and i think you may be able to modify the capture building or disable vehicle one to capture vehicles buti think defector could be better nononono please tell me whatever idea you have :X. I dont want to use defector since i want a vehicle to be captured from a hack
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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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Then I would say copy lotus' capture building special power change it to vehicles and give it to hackers |
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Captain Joined: 4/25/2010(UTC) Posts: 84
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Heres the lotus capture code: Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding StartAbilityRange = 150.0 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 2800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 4500 ;time to complete hack once prepared (unpacked) SpecialObject = BinaryDataStream DoCaptureFX = Yes PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 20 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End
how do you want me to change it so it captures vehicles?
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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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Change the referenced special power Code:
SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding
Change the actual power not that module which references it |
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Captain Joined: 4/25/2010(UTC) Posts: 84
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SpecialPower SpecialAbilityBlackLotusCaptureBuilding Enum = SPECIAL_BLACKLOTUS_CAPTURE_BUILDING ReloadTime = 0 ; in milliseconds PublicTimer = No End
So does that reference bring me here to specialpower.ini?
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Oh, just remembered; the reason i didn't advise the capture ability is because for something to be captureable it would need CAPTURABLE in it's KINDOF list. It would work if you modded all the vehicle's kindof list, but otherwise it won't.
Using capture would also mean anything with a capture ability could capture vehicles, which would actually be sorta cool. Would make it to where if a bunch of infantry swarmed a tank, they might be able to capture it before it killed them all lol. |
one soul at a time |
1 user thanked Rrtaya_tsamsiyu for this useful post.
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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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In that case defector is probably best |
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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You might be able to code a weapon with a projectile that captures the vehicle it collides with. |
CommieDog: Because someone has to do your dirty work for you |
2 users thanked CommieDog for this useful post.
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Captain Joined: 4/25/2010(UTC) Posts: 84
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Hmm, ill try it on the binarydatastream first before a projectile and ill do it soon. quite busy now
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