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Offline zzc  
#1 Posted : Wednesday, March 28, 2018 10:15:01 PM(UTC)
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Originally Posted by: precision_bomber Go to Quoted Post

CODE(from my mod)
Code:

    Behavior = SpawnPointProductionExitUpdate ModuleTag_spawnloc
      SpawnPointBoneName = STATION
    End

    Behavior                = SpawnBehavior ModuleTag_spawnturt
      SpawnNumber           = 4
      SpawnReplaceDelay     = 10000 ;msec
      SpawnTemplateName     = CzAM_APDSTurret
      CanReclaimOrphans     = No
      SpawnedRequireSpawner = Yes
      SlavesHaveFreeWill    = No
    End



I made a custom firebase spawn 2 gattlingcannons and 2 patriots on the stationbones.

But none of them attacked any enemy, even when the enemy came right up to the firebase. Only the firebase was attacking.

How to make the spawned things function as normal? Put them inside the garrison module?

Or use OverlordContain module?

Edited by user Wednesday, March 28, 2018 10:17:30 PM(UTC)  | Reason: added question

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Offline Unknown Editor  
#2 Posted : Wednesday, March 28, 2018 10:39:56 PM(UTC)
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Maybe you need to add SPAWNS_ARE_THE_WEAPONS kind of
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%
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zzc on 3/28/2018(UTC)
Offline zzc  
#3 Posted : Wednesday, March 28, 2018 10:53:50 PM(UTC)
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Well that did not work.... even when the firebase and the gattling and patriot all had the kindof added... must me something else missing.
Offline zzc  
#4 Posted : Wednesday, March 28, 2018 11:10:49 PM(UTC)
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The kindof SPAWNS_ARE_THE_WEAPONS is needed for the parent and spawned.

The spawned units also need another module;

Behavior = SlavedUpdate ModuleTag_slaved
;nothing
End


That will make them attack.
Offline Zatsupachi  
#5 Posted : Friday, March 30, 2018 10:05:06 AM(UTC)
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So... I guess this is solved?
This idea actually came from the Reborn mod.

Anywhoo, the 5+ turret code has evolved ever since the release of my Death Label mod.
I eventually came up of a way to make it be mobile as well.

Though it involved making the turrets "infantry" and making them have special armor. These made them vulnerable to bunker buster bombs, as they will auto-evac the turrets. So I omitted Bunker-buster bombs entirely from the Death Label and replaced it with mechanics similar to flashbangs, toxins and, flames.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline zzc  
#6 Posted : Friday, March 30, 2018 11:09:47 AM(UTC)
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Big Smile Solved, the super firebase can now take on swarms of enemies very easily.

Just curious, is it possible to manually assign station bones to the spawned objects?
Offline Zatsupachi  
#7 Posted : Saturday, March 31, 2018 5:25:33 AM(UTC)
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If you mean spawning turrets in specific STATION bones, then you'll have to use Firebase logic. Which involves making the turrets "infantry" which has obvious side-effects with the likes of Bunker Busters. On top of that, you're going to need a player upgrade that is granted at game start and spawn the turrets via OCL.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline zzc  
#8 Posted : Saturday, March 31, 2018 5:47:30 AM(UTC)
zzc
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Then I will just have to be satisfied with how it spawns.

I just want the gattlings front, and patriots back.

Right now the layout its like

p g
g p

p = patriot, g= gattling.

Ideally I like;

p p
g g

but thats okay, it works is good enough.

=============

To spawn multiple unit types in a transport contain;


Behavior = TransportContain ModuleTag_06a
PassengersAllowedToFire = Yes
Slots = 10
InitialPayload = ChinaInfantryTankHunter2 4
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
ArmedRidersUpgradeMyWeaponSet = Yes
End

Behavior = TransportContain ModuleTag_06b
PassengersAllowedToFire = Yes
Slots = 10
InitialPayload = Infa_ChinaInfantryMiniGunner2 4
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
ArmedRidersUpgradeMyWeaponSet = Yes
End

Behavior = TransportContain ModuleTag_06c
PassengersAllowedToFire = Yes
Slots = 10
InitialPayload = Chem_GLAInfantryRebel2 2
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
ArmedRidersUpgradeMyWeaponSet = Yes
End


Keep the number of slots same across all TransportContain modules. So for this unit I could write up to 10 different modules for 10 different units.
I think this is safer than using ocl spawn.

Edited by user Saturday, March 31, 2018 5:50:27 AM(UTC)  | Reason: Not specified

Offline Zatsupachi  
#9 Posted : Sunday, April 1, 2018 9:21:45 AM(UTC)
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Well, for one, if it's a regular transport unit, multiple TransportContain modules can glitch the interface making it sometimes impossible to evacuate unit since they're inside the first TransportContain and not the second and onwards. The interface only shows the newest TransportContain, this means when you load units up, the units are loaded in to the unit, but will not appear in the interface, nor you can evacuate them.

If you don't want to evacuate the units, that's fine.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
thanks 1 user thanked Zatsupachi for this useful post.
Unknown Editor on 4/1/2018(UTC)
Offline zzc  
#10 Posted : Monday, April 2, 2018 6:55:02 PM(UTC)
zzc
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Oh, never thought about evac the units.... well they just keep firing from the fireports until the vehicle runs over a mine....
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