Sky Demon
16 years ago
The combat chinook I added into C&C Generals for the most part works brilliantly. However there is a problem. The combat chinook doesn't register that it can attack after being garrisoned with infantry units.

By this I mean that it doesn't behave like a humm-vee or any other unit that can contain units and attack with them. Say for example I build a supply center, and then from that I build a combat chinook. This combat chinook currently cannot attack anything (if I were to click on it and then hover over an enemy building I wouldn't get the attack cursor), obviously because it has no form of weapon as there are no infantry with offensive capability in it; such as a missile defender.

Now, say I build a barracks and from that then build some missile defenders and a few rangers or maybe a pathfinder. I then tell the infantry I just constructed to garrison the combat chinook. Once the combat chinook is garrisoned I click on it. I then move across the map with the camera and hover over an enemy building with the cursor. I DO NOT have the attack symbol and CANNOT simply click to order it to move up to the building and attack it, as would a humm-ve, tank, or even an overlord with a bunker upgrade filled with rocket men.

To use my combat chinook against the enemies units or structures I would have to click on the combat chinook, order it to MOVE to near the target and then order it to attack the target. Unless the target is a tank or hostile unit, in which case the garrisoned infantry will automatically attack the units.

Please explain to me why I can't simply order my chinook to attack targets that are out of the garrisoned units range. It is stupid, I don't understand😞 !!
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CommieDog
16 years ago
The Air Force General's Chinook (and for that matter, all ZH units that can only attack via the units contained within them) has a dummy weapon for rangefinding purposes. Did you add that?
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Sky Demon
16 years ago
Yes, I added in the
ListeningOutpostUpgradedDummyWeapon[/code]to the weapon.ini.
 Here it is in the weapon.ini

[code]Weapon ListeningOutpostUpgradedDummyWeapon
  PrimaryDamage         = 0.1
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 90.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 1000               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AcceptableAimDelta    = 180 ; I'm not really shooting, my buddies are.  So no need to turn
End

There is one thing I just noticed though. To get the combat chinook working without causing the game to crash I had to edit this out from the FactionUnit.ini
WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
Could this be the cause of my problem?
CommieDog
16 years ago
Without showing me how you configured the weapon on the Combat Chinook, I have no idea.
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Sky Demon
16 years ago
I would like to be able to upload the entire mod but it's 11MB and can't be uploaded, even in two parts.

So I have prepared a .ZIP with all of the text documents that have the information on the chinook, I hope that is enough.

  CombatChinookDocs.zip (223kb) downloaded 56 time(s).
CommieDog
16 years ago
This is what I was looking for:
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY     NONE
  End
  WeaponSet
    Conditions          = PLAYER_UPGRADE 
    Weapon              = PRIMARY     ListeningOutpostUpgradedDummyWeapon
  End
ZH added special code that could trigger a weapon upgrade if a unit contained other units. This allowed units like the Listening Outpost to use their rangefinder weapon only if they had infantry inside of them to execute that order. If you want the rangefinder weapon to work in Generals, then you'll have to make it active regardless of the Chinook's lack of passengers. Use this:
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY     ListeningOutpostUpgradedDummyWeapon
  End

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Sky Demon
16 years ago
You were correct. I changed the code in the FactionUnit.ini just as you said and it worked. The combat chinook can "attack" targets allowing it to be of easier use ingame.

However there are some unwanted side-effects. The first is that the combat chinook even when empty can "attack" targets. The second is of greater concern in terms of usability.
Once filled with rocket men or any other offensive infantry and given an order to attack a structure or other inert structure (one that isn't an automatic threat, such as a tank/humm-vee) the combat chinook will move within range to the target and then do nothing until given a second order to attack the structure.
One final smaller side-effect I have noticed is that the combat chinook seems to move within to within the maximum range of the target, which allows for only the longest range garrisoned unit to attack. A good example of this would be the chinook, that has some rocket men and rangers in) being ordered to attack a ranger that is running in a straight line. The rocket men would just be within range, but the rangers wouldn't, so would do nothing usefull.


Now please. I know my options are limited and that i'm trying to do something unconventional with the game by adding in units backwards from a more advanced game engine to a lesser one. But is there any foreseeable way to aleviate some of these problems I have noticed.

Thank you. 😄😎
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
16 years ago
Change dummy weapon's attack range to that of the Rangers'.
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Sky Demon
16 years ago
Thanks Krit it worked! Now the ranger is within range and actually has a chance to shoot.

The rest of the glitches still remain unchanged though. But still, it's deffinitely better.
CommieDog
16 years ago

ZH added special code that could trigger a weapon upgrade if a unit contained other units. This allowed units like the Listening Outpost to use their rangefinder weapon only if they had infantry inside of them to execute that order. If you want the rangefinder weapon to work in Generals, then you'll have to make it active regardless of the Chinook's lack of passengers.

CommieDog wrote:


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Sky Demon
16 years ago
Understood.

Thanks for helping to get the chinook working.
Sky Demon
16 years ago
Close topic.
CommieDog
16 years ago
[Topic closed at poster's request]
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