C&C Labs Forums
»
C&C Maps and Modding
»
Generals: Modding
»
How to make a unit don't trigger mines when he is passing it?
Private Joined: 4/8/2020(UTC) Posts: 20
Thanks: 4 times
|
1. How do you make a unit undetectable by mines and not blow them up? I've tried using land_mines 0% through armor.ini but it just make mines deal no damage to unit. I want to make the mines don't get triggered by that unit.
2. Also, how important "kindof" is in every unit .ini? For example if i add "immune_to_capture" to "kindof" in a tank does it will make the tank immune to be captured without removing ejectpilot moduletag and setting kill_pilot to 0% ini armor.ini?
|
|
|
|
Private Joined: 10/15/2019(UTC) Posts: 7 Location: Lattakia Thanks: 4 times
|
Maybe instead of making the armor immune to mines...try to make the mine deal 0 damage to that kind of armor your tank is using
|
|
|
|
General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
|
1. not possible without changing the mine object itself ... the minefieldbehavior doesnt allow you to define which specific unit can be immune -- you can use the logic use by the demotraps and make the mine use a proximity weapon with a specific weapon damage type that can define 0 for armor of your desired unit
2.immune_to_capture is a structure only kindof -- it makes the structure cant be captured
|
|
|
|
|
Users browsing this topic |
Guest
|
C&C Labs Forums
»
C&C Maps and Modding
»
Generals: Modding
»
How to make a unit don't trigger mines when he is passing it?
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.