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Offline rey  
#1 Posted : Sunday, May 13, 2018 8:04:37 AM(UTC)
rey
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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?
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Offline renaissance  
#2 Posted : Sunday, May 13, 2018 10:36:10 AM(UTC)
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Offline rey  
#3 Posted : Sunday, May 13, 2018 3:18:49 PM(UTC)
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Originally Posted by: renaissance Go to Quoted Post
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.

Offline renaissance  
#4 Posted : Sunday, May 13, 2018 9:13:42 PM(UTC)
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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
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Offline Unknown Editor  
#5 Posted : Sunday, May 13, 2018 9:25:20 PM(UTC)
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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%
Offline rey  
#6 Posted : Monday, May 14, 2018 12:20:06 PM(UTC)
rey
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Originally Posted by: Unknown Editor Go to Quoted Post
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??

Offline renaissance  
#7 Posted : Tuesday, May 15, 2018 8:27:06 PM(UTC)
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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.
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Offline Unknown Editor  
#8 Posted : Wednesday, May 16, 2018 9:24:08 PM(UTC)
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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%
thanks 1 user thanked Unknown Editor for this useful post.
renaissance on 5/17/2018(UTC)
Offline rey  
#9 Posted : Friday, May 18, 2018 3:25:14 PM(UTC)
rey
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Originally Posted by: Unknown Editor Go to Quoted Post
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.

Offline Unknown Editor  
#10 Posted : Saturday, May 19, 2018 1:20:35 AM(UTC)
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Hey guys , I've got you good news : GAME ENGINE does not meet the minimium requirements Big Smile

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

File Attachment(s):
Speed_Test.zip (10kb) downloaded 11 time(s).
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%
Offline rey  
#11 Posted : Saturday, May 19, 2018 7:20:13 AM(UTC)
rey
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@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.
Offline Unknown Editor  
#12 Posted : Monday, May 21, 2018 12:50:48 AM(UTC)
Unknown Editor
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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%
Offline rey  
#13 Posted : Monday, May 21, 2018 5:57:20 PM(UTC)
rey
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Originally Posted by: Unknown Editor Go to Quoted Post
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.

Offline Unknown Editor  
#14 Posted : Monday, May 21, 2018 9:07:13 PM(UTC)
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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%
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