mr_hymn_
  • mr_hymn_
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9 years ago
Right now I am making a ranger that able to build a small camp which giving a little protection against tanks. However even I put the Dozer in KindOf but still my unit cannot build anything. the button become grayish.

I checked the code for the command button and command set it's all correct so I think I might missing some code in my ranger for sure.
Even I tested out by using a ranger build vanilla building like china bunker (removed the Prerequisites) still not able to build anything.
Sponsor
Gameanater
9 years ago
Can you post your unit's code?
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
mr_hymn_
  • mr_hymn_
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  • Major Topic Starter
9 years ago
;------------------------------------------------------------------------------
Object SenRangerExperiment

; *** ART Parameters ***
SelectPortrait = LaserRanger
ButtonImage = LaserRanger

UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_InfantryCaptureBuilding
UpgradeCameo4 = Upgrade_SenHardenedSteelArmor
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

; this says "we don't use these condition states at all, so completely
; ignore them for purposes of matchmaking"... this is useful to help
; reduce the number of AliasConditionState clauses you must add in
; order to avoid ambiguity in some cases.
IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A

; --- Idle
DefaultConditionState
Model = AIRngr_SKN
IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35
IdleAnimation = AIRngr_SKL.AIRngr_IDA
IdleAnimation = AIRngr_SKL.AIRngr_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
;WeaponFireFXBone = SECONDARY Muzzle
;WeaponLaunchBone = SECONDARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponFireFXBone = TERTIARY Muzzle
WeaponMuzzleFlash = TERTIARY MuzzleFX
TransitionKey = TRANS_Stand

End

ConditionState = REALLYDAMAGED
IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35
IdleAnimation = AIRngr_SKL.AIRngr_IDC
IdleAnimation = AIRngr_SKL.AIRngr_IDD
AnimationMode = ONCE
TransitionKey = TRANS_StandInjured
End

TransitionState = TRANS_Stand TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_SA2SB
AnimationMode = ONCE
End

; --- attacking (Machine Gun)
ConditionState = USING_WEAPON_A
Animation = AIRngr_SKL.AIRngr_ATA
AnimationMode = LOOP
TransitionKey = TRANS_FiringA
End

ConditionState = USING_WEAPON_A REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATA2
AnimationMode = LOOP
TransitionKey = TRANS_FiringAInjured
End

TransitionState = TRANS_FiringA TRANS_FiringAInjured
Animation = AIRngr_SKL.AIRngr_A2WAA
AnimationMode = ONCE
End

TransitionState = TRANS_Stand TRANS_FiringA
Animation = AIRngr_SKL.AIRngr_ATAST
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_FiringA TRANS_Stand
Animation = AIRngr_SKL.AIRngr_ATAED
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_StandInjured TRANS_FiringAInjured
Animation = AIRngr_SKL.AIRngr_S2WAA
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_FiringAInjured TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_WAA2S
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_Stand TRANS_Move
Animation = AIRngr_SKL.AIRngr_STA2RNA
AnimationMode = ONCE
End

; --- attacking (Grenade Launcher)
ConditionState = PREATTACK_B
Animation = AIRngr_SKL.AIRngr_ATBA
AnimationMode = ONCE
TransitionKey = TRANS_FiringB
End
AliasConditionState = PREATTACK_B MOVING
AliasConditionState = PREATTACK_B FIRING_B
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B

ConditionState = FIRING_B
Animation = AIRngr_SKL.AIRngr_ATBB
AnimationMode = ONCE
TransitionKey = TRANS_FiringB
End

ConditionState = BETWEEN_FIRING_SHOTS_B
Animation = AIRngr_SKL.AIRngr_ATBB
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_FiringB
WaitForStateToFinishIfPossible = TRANS_FiringB
End
AliasConditionState = RELOADING_B

TransitionState = TRANS_Stand TRANS_FiringB
Animation = AIRngr_SKL.AIRngr_ATBST1
AnimationMode = ONCE
End

TransitionState = TRANS_FiringB TRANS_Stand
Animation = AIRngr_SKL.AIRngr_ATBST2
AnimationMode = ONCE
End

ConditionState = PREATTACK_B REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATB2A
AnimationMode = ONCE
TransitionKey = TRANS_FiringBInjured
End
AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED
AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED

ConditionState = FIRING_B REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATB2B
AnimationMode = ONCE
TransitionKey = TRANS_FiringBInjured
End

ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATB2B
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_FiringBInjured
WaitForStateToFinishIfPossible = TRANS_FiringBInjured
End
AliasConditionState = RELOADING_B REALLYDAMAGED

TransitionState = TRANS_StandInjured TRANS_FiringBInjured
Animation = AIRngr_SKL.AIRngr_ATB2ST1
AnimationMode = ONCE
End

TransitionState = TRANS_FiringBInjured TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_ATB2ST2
AnimationMode = ONCE
End

; -- cross-attack transitions

TransitionState = TRANS_FiringA TRANS_FiringB
Animation = AIRngr_SKL.AIRngr_ATA2AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_FiringB TRANS_FiringA
Animation = AIRngr_SKL.AIRngr_ATA2AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 4 4
End


; --- moving
ConditionState = MOVING
Animation = AIRngr_SKL.AIRngr_RNA 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING

ConditionState = MOVING REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_RNB 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
End
AliasConditionState = MOVING REALLYDAMAGED ATTACKING

; --- dying anims
ConditionState = DYING
Animation = AIRngr_SKL.AIRngr_DTA
Animation = AIRngr_SKL.AIRngr_DTB
AnimationMode = ONCE
TransitionKey = None
End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIRngr_SKL.AIRngr_ADTF1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = AIRngr_SKL.AIRngr_ADTF2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = AIRngr_SKL.AIRngr_ADTF3
AnimationMode = ONCE
TransitionKey = None
End
AliasConditionState = DYING SPLATTED

; --- cheering
ConditionState = SPECIAL_CHEERING
Animation = AIRngr_SKL.AIRngr_CHA
AnimationMode = LOOP
End

ConditionState = SPECIAL_CHEERING REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_CHB
AnimationMode = LOOP
End

; ----- PARACHUTING ANIMATIONS
ConditionState = FREEFALL
Animation = AIRngr_SKL.AIRngr_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = AIRngr_SKL.AIRngr_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AIRngr_SKL.AIRngr_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = AIRngr_SKL.AIRngr_PTD
AnimationMode = ONCE
End
TransitionState = TRANS_Chute TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_PTD
AnimationMode = ONCE
End

; ------- Bldg-capture

ConditionState = UNPACKING
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED


ConditionState = RAISING_FLAG
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED

ConditionState = PACKING
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
TransitionKey = TRANS_Packing
End
AliasConditionState = PACKING REALLYDAMAGED

TransitionState = TRANS_Raising TRANS_Packing
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End

; --- RAPPELLING ANIMATIONS
ConditionState = RAPPELLING
Animation = AIRngr_SKL.AIRngr_RPL1 ;30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Rappelling
End
AliasConditionState = MOVING RAPPELLING

TransitionState = TRANS_Rappelling TRANS_Stand
Animation = AIRngr_SKL.AIRngr_RPL2
AnimationMode = ONCE
End

TransitionState = TRANS_Rappelling TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_RPL2
AnimationMode = ONCE
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Ranger
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY SenRedPlasmaRifle
Weapon = SECONDARY SenBluePlasmaRifle
Weapon = TERTIARY SenGreenPlasmaRifle
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SenRedPlasmaRifle
Weapon = SECONDARY SenBluePlasmaRifle
Weapon = TERTIARY SenGreenPlasmaRifle
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
AutoChooseSources = TERTIARY FROM_SCRIPT FROM_AI
WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
End

ArmorSet
Conditions = None
Armor = SteelArmor ;HumanArmor
DamageFX = TruckDamageFX
End

ArmorSet
Conditions = PLAYER_UPGRADE
Armor = UpgradedSteelArmor
DamageFX = TruckDamageFX
End

VisionRange = 100
ShroudClearingRange = 400

BuildCost = 0
BuildTime = 0.5 ;in seconds
EnergyProduction = -5

ExperienceValue = 2000 2000 4000 6000 ;Experience point value at each level
ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level
IsTrainable = No ;Can gain experience
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = SenRangerExperimentCommandSet ;AmericaInfantryRangerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = SentryDroneVoiceSelect
VoiceMove = SentryDroneVoiceMove
VoiceGuard = SentryDroneVoiceMove
VoiceAttack = SentryDroneVoiceSelect
SoundMoveStart = SentryDroneMoveStart
SoundMoveStartDamaged = SentryDroneMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = SentryDroneVoiceSelect
VoiceEnter = SentryDroneVoiceMove
VoiceCrush = CrusaderTankVoiceCrush
VoicePrimaryWeaponMode = SentryDroneVoiceSelect
VoiceSecondaryWeaponMode = SentryDroneVoiceSelect
End

UnitSpecificFX
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
CombatDropKillFX = FX_RangerCombatDropKill
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE DOZER CAN_ATTACK VEHICLE ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE POWERED

Behavior = CommandButtonHuntUpdate ModuleTag_02
End

Body = ActiveBody ModuleTag_03
MaxHealth = 200.0
InitialHealth = 200.0
End

Behavior = AIUpdateInterface ModuleTag_06
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL RangerAggressiveLocomotor RangerAggressiveCliffLocomotor ;BasicHumanLocomotor

Behavior = PhysicsBehavior ModuleTag_07
Mass = 5.0
End

Behavior = ProductionUpdate ModuleTag_08
; nothing
End

Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit.
End

Behavior = WeaponSetUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade
End

Behavior = AutoHealBehavior ModuleTag_23
HealingAmount = 5
HealingDelay = 500 ; msec
TriggeredBy = Upgrade_SenSelfRepair
End

Behavior = MaxHealthUpgrade ModuleTag_22
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = ReplaceObjectUpgrade ModuleTag_33
ReplaceObject = SenRangerExperimentStealthed
TriggeredBy = Upgrade_StealthMode
End


; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RangerDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RangerDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireUSA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantry
End

Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End

Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---

Behavior = SquishCollide ModuleTag_12
;nothing
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_SenHardenedSteelArmor
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_66
DeathWeapon = ObjectDroidDeathWeapon
StartsActive = Yes
End

Behavior = PoisonedBehavior ModuleTag_17
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End

Behavior = LockWeaponCreate ModuleTag_21
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End

Geometry = CYLINDER
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 13.0

GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End
mr_hymn_
  • mr_hymn_
  • 50.25% (Neutral)
  • Major Topic Starter
9 years ago
You might wondering why is there so many weird code. I am just trying to make this infantry more like robot or some sort. needs to be powered all the time and missile can track them as well.
Zatsupachi
9 years ago
Why don't you look at the worker from the GLA?

(you can try changing your AIUpdateInterface module with DozerAIUpdate)
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
Annihilationzh
9 years ago
As Zat notes, you need dozer modules.

You might wondering why is there so many weird code. I am just trying to make this infantry more like robot or some sort. needs to be powered all the time and missile can track them as well.

Originally Posted by: Mr_Hymn_ 


Have you considered making it bigger?

Like this:
Scale = 1.05
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
Note the scale line
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
mr_hymn_
  • mr_hymn_
  • 50.25% (Neutral)
  • Major Topic Starter
9 years ago

Why don't you look at the worker from the GLA?

(you can try changing your AIUpdateInterface module with DozerAIUpdate)

Originally Posted by: Zatsupachi 



I tried with that before and it works however the unit not able to garrison the building that damaged unless full health, I tried to remove the DozerAI to not allow unit to repair on their own.
mr_hymn_
  • mr_hymn_
  • 50.25% (Neutral)
  • Major Topic Starter
9 years ago

Why don't you look at the worker from the GLA?

(you can try changing your AIUpdateInterface module with DozerAIUpdate)

Originally Posted by: Zatsupachi 



It works right now I do not know if there is a side effect from changing that. Not sure but will see.

Thanks again.
Gameanater
9 years ago

Why don't you look at the worker from the GLA?

(you can try changing your AIUpdateInterface module with DozerAIUpdate)

Originally Posted by: Mr_Hymn_ 



It works right now I do not know if there is a side effect from changing that. Not sure but will see.

Thanks again.

Originally Posted by: Zatsupachi 




I think that probably is an unavoidable side-effect of changing it. I guess if a unit has the capability to repair a structure AND garrison it, the game will always default to the unit repairing it.

Not sure if this is what you want, but you could try something like this -

Give the Ranger an ability like the Comanche's Rocket Pods but for the Tertiary weapon you'd need to give him, give him a weapon that has a very short range and that fires an invisible object that doesn't actually do any damage (or something like 0.000001 damage), and have the weapon create an OCL with the building. The result should be a Ranger "building" something, albeit instantly. Give the ability a long cooldown or something for balance so the Ranger can't spam buildings.

The downsides of this approach would be:
- Ranger wouldn't be able to repair the building.
- He could also potentially build something in unpassable terrain or water. I don't think there's a way to fix that.
- The "construction" of the building would always be instant, unless you maybe give the "weapon" projectile a really really slow locomotor... And then he could probably walk away, and a few seconds later, his building poofs out into existence.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
mr_hymn_
  • mr_hymn_
  • 50.25% (Neutral)
  • Major Topic Starter
9 years ago

Why don't you look at the worker from the GLA?

(you can try changing your AIUpdateInterface module with DozerAIUpdate)

Originally Posted by: Gameanater 



It works right now I do not know if there is a side effect from changing that. Not sure but will see.

Thanks again.

Originally Posted by: Mr_Hymn_ 




I think that probably is an unavoidable side-effect of changing it. I guess if a unit has the capability to repair a structure AND garrison it, the game will always default to the unit repairing it.

Not sure if this is what you want, but you could try something like this -

Give the Ranger an ability like the Comanche's Rocket Pods but for the Tertiary weapon you'd need to give him, give him a weapon that has a very short range and that fires an invisible object that doesn't actually do any damage (or something like 0.000001 damage), and have the weapon create an OCL with the building. The result should be a Ranger "building" something, albeit instantly. Give the ability a long cooldown or something for balance so the Ranger can't spam buildings.

The downsides of this approach would be:
- Ranger wouldn't be able to repair the building.
- He could also potentially build something in unpassable terrain or water. I don't think there's a way to fix that.
- The "construction" of the building would always be instant, unless you maybe give the "weapon" projectile a really really slow locomotor... And then he could probably walk away, and a few seconds later, his building poofs out into existence.

Originally Posted by: Zatsupachi 



I tried the OCL building before. Game crashes.
Anyway I removed the repair percentage, bored time and bored range and yes, unit now unable to repair a stuff but able to build while auto attacking an enemy just like any other units.

I think all good now.

BTW I made a missile that explosive in the air at the target and spawn a units such as tanks, infantry and such. Very weird but keep makes me laugh when using it.

I am right now still trying to figure out how to make a functional aircraft carrier but what I have in mind is duplicate the aircraft carrier model and making bones similar to America Airfield which will allow units to stay in correct place and fly out like it should be. The only down side is aircraft will more likely enter the front of carrier and spin around just same way as Airfield (Acceptable glitch)
klingondragon
9 years ago
The aircraft carrier works, but if you want to make it move, you might want to look at the MCU mod thread (there's quite a bit on making the helicarrier, while the method I used ultimately failed, it may work for you (assuming you're staying in the water and not trying to fly)).
mr_hymn_
  • mr_hymn_
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  • Major Topic Starter
9 years ago

The aircraft carrier works, but if you want to make it move, you might want to look at the MCU mod thread (there's quite a bit on making the helicarrier, while the method I used ultimately failed, it may work for you (assuming you're staying in the water and not trying to fly)).

Originally Posted by: klingondragon 



I am not really a fan of moving carrier right now since all the maps have very less water so I might go with structure carrier first however when I am trying to build it. Game crashes as always.

If you have any sources or codes to make it work properly. Let me know please. Right now I can make it work too but not the same way as I want to.
klingondragon
9 years ago
well, I once used a modified amphibious transport that would use GLA fake building logic to switch to the carrier when you click the deploy button.

If you really need more information I'm sure I can find the right code.
mr_hymn_
  • mr_hymn_
  • 50.25% (Neutral)
  • Major Topic Starter
9 years ago

well, I once used a modified amphibious transport that would use GLA fake building logic to switch to the carrier when you click the deploy button.

If you really need more information I'm sure I can find the right code.

Originally Posted by: Klingondragon 




Please... Thank you very much.
qqqqqqqqqp
9 years ago
I've made it work its a nuisance but I made it a hero basically in terms you can only build one becuase more then one and its hard to manage. For the code I will need to look for it... but I'll say it is a cool idea just very annoying
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes
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