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Offline accomplice  
#1 Posted : Monday, June 29, 2009 3:33:31 AM(UTC)
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As the title says :)

Preparations:
GLA Ally has sneak attack granted.
GLA ALly loads a unit into an existing tunnel.
GLA Ally uses ability Sneak Attack on a way point.

And now, how do I make that particular newly created tunnel unload, and not one of the other tunnels?

Thanks again :)
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Offline Drummin  
#2 Posted : Monday, June 29, 2009 10:19:22 AM(UTC)
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Well I attempted to figure out the standard Sneak Attack approach but was unsuccessful at least for now. As you had mentioned you wanted the attack to happen at a particular waypoint and I know you're working on a mission, I did a test using our named tunnel setup we used earlier that had named tunnels. On the teams creation, they're told to run a sequential script sequentially. They move to a tunnel within their base, load into named tunnel, the Sneak Attack tunnel is spawned in the enemy base, the team unloads from named tunnel and begins hunting. The result is basically the same and should work for a mission.
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Offline accomplice  
#3 Posted : Monday, June 29, 2009 11:53:04 AM(UTC)
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Ah I see. My biggest concern was that when I utilized
"team GLA_AI use ability Command_sneakAttack at waypoint xyz",

I have no way to give the newly spawned tunnel a name for further operatings.

Does directly spawning such a tunnel come with the digging animation too? :)
[opens game and tries]

Aww, no animation though :x I wonder if we could put the GLASneakAttackTunnelNetworkStart on that waypoint first, then wait till the animation is done, then remove it and replace by the actual tunnel... :)

(Just thought of another easy but dilettante way, use tunnel ability, spawn units infront of tunnel ><)

I tried it, it worked rather well.
-once units in tunnel -> spawn tunnel start object (digging animation).
-set timer
-activate replace + unload script
-time done -> replace dig object with actual tunnel
-unload :)

thanks for your great idea with just spawning the tunnel instead of making the AI use some command button Thumb Up

Edited by user Monday, June 29, 2009 12:10:54 PM(UTC)  | Reason: Not specified

Offline Annihilationzh  
#4 Posted : Monday, June 29, 2009 2:18:54 PM(UTC)
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My solution would be to spawn a named GLASneakAttackTunnelNetworkStart, delete it after 4800 milliseconds and then spawn a named GLASneakAttackTunnelNetwork in it's place.

Edited by user Monday, June 29, 2009 2:20:21 PM(UTC)  | Reason: Not specified

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Offline CommieDog  
#5 Posted : Monday, June 29, 2009 10:10:50 PM(UTC)
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I think tunnels unload automatically if they see enemy units in their VisionRange.
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Offline accomplice  
#6 Posted : Monday, June 29, 2009 10:54:50 PM(UTC)
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Sweet, good to know the exact animation duration of the tunnelstart object :)

And well, my case is a bit different, it's a mission setting like following:

- Beach fortified with US stuff.
- GLA player captures some building, triggering a GLA hole to spawn that unloads some units.
- In order to ensure that the hole does not get destroyed while deploying, it belongs to a neutral faction (which is colored the same as the player)
- after units are out, they are transferred to the player.

Since that hole itself belongs to a neutral, it won't unload on enemy sight at all :p

Edited by user Monday, June 29, 2009 10:57:29 PM(UTC)  | Reason: Not specified

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