rey
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8 years ago
i know how to change speed in locomotor, change locomotor itself, but now i wonder if there is a way to make an ability that lets unit to become faster for short period, getting back to original speed afterwards. any ideas?
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mr_hymn_
8 years ago
I am not certainly sure about this because I can make unit faster by upgrade however after that period of time and upgrade removed locomotor still not return to the normal stage.
I am also facing this problem.

But I have another idea.

Making 2 units. 1 is regular and another is fast unit.

The regular unit will have commandset that will replace the unit with unit 2 with super speed, Make sure you set the deletionupdate behaviour in like 5000 = 5 seconds and after deletion let it spawn the unit1 again. So this way will work for sure.

Only drawbacks are unit will become full health every time you clicked the upgrade button and you may hear EVA saying unit lost after the deletion of second unit. Because replace object cannot be associated with deletion but OCL when dead or delete.
acidbrain
8 years ago
What about combatbike logic?
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rey
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8 years ago
combat bike doesn't allow to switch riders by time period.

2 units is not a solution as mainly this ability is for escape, so obviously it's click for run and use ability for moving faster, but with spawn "new" units will each time just stand still after spawn.

this seems to be impossible.
mr_hymn_
8 years ago
How about set a unit with super speed like Aurora?

Or only super speed when fear?
mr_hymn_
8 years ago

combat bike doesn't allow to switch riders by time period.

2 units is not a solution as mainly this ability is for escape, so obviously it's click for run and use ability for moving faster, but with spawn "new" units will each time just stand still after spawn.

this seems to be impossible.

Originally Posted by: rey 




I tried the trick of replace the object before it's kinda frustrating when finished upgrading they will stand still so we have to order them again to move. But it does helps a lot.

Maybe put some harmless weapon in a 2nd unit that has very wide range of minimum attack so this will make unit to run away from the target to attack. Might help you with nice escape ability.. and your job just to click on them to turn them back to stage one.

You are asking a same way when I am trying to make a tank into siege mode. so when in siege mode. tank locomotor stop working but using their turret instead however I am facing a problems that I can remove the locomotor upgrade but it does not remove the actual ability the gun/locomotor that has been upgraded never revert back to normal stages.

What if we try this. I did not try this before,


Locomotor = SET_NORMAL FastHumanLocomotor
Locomotor = SET_NORMAL_UPGRADED WorkerShoesLocomotor

Behavior = LocomotorSetUpgrade ModuleTag_07
    TriggeredBy = Upgrade_GLAWorkerShoes
   
End

For me I might spawning something unattackable and hollow so no one can attack and set the deletion to 10000 ms and after the deletion, upgrade removes.


Behavior = UpgradeDie  ModuleTag_12
    DeathTypes = ALL
    UpgradeToRemove     = Upgrade_GLAWorkerShoes ModuleTag_07
  End

I don't know if it's work but you may want to try out.
mr_hymn_
8 years ago
Maybe try this. I don't know but maybe works.


Behavior = LocomotorSetUpgrade ModuleTag_07
TriggeredBy = Upgrade_GLAWorkerShoes
Locomotor = SET_NORMAL WorkerShoesLocomotor
End

Behavior = LocomotorSetUpgrade ModuleTag_08
    TriggeredBy = Upgrade_GLAWorkerShoesRemoved
    RemovesUpgrades = Upgrade_GLAWorkerShoes Upgrade_GLAWorkerShoesRemoved
    Locomotor = SET_NORMAL FastHumanLocomotor
  End
[code]

Same principle from commandset

[code]
Behavior = CommandSetUpgrade ModuleTag_15
    TriggeredBy = Upgrade_GLAWorkerRealCommandSet
    RemovesUpgrades = Upgrade_GLAWorkerFakeCommandSet Upgrade_GLAWorkerRealCommandSet
    CommandSet = GLAWorkerCommandSet
  End
Annihilationzh
8 years ago

combat bike doesn't allow to switch riders by time period.

Originally Posted by: rey 


Bike logic will allow you to switch between two locomotors freely. The time period would have to be determined by something else. Personally, I'd use an invisible drone with a limited lifespan. Then I'd have it do something when it dies to trigger the locomotor switch.

Maybe try this. I don't know but maybe works.

Originally Posted by: Mr_Hymn_ 


LocomotorSetUpgrade doesn't have a 'Locomotor' parameter. So it'll crash the game.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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rey
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8 years ago
tricks with upgrades don't solve the "get back by time"-problem. idea with increased speed by FEAR looks interesting, but doesn't provide control of launch.
mr_hymn_
8 years ago

tricks with upgrades don't solve the "get back by time"-problem. idea with increased speed by FEAR looks interesting, but doesn't provide control of launch.

Originally Posted by: rey 




I think choose panic would be nice.
These are the list of locomotor.
SET_NORMAL
SET_SUPERSONIC
SET_SLUGGISH
SET_TAXIING
SET_PANIC
SET_WANDER
SET_FREEFALL
SET_NORMAL_UPGRADED
mr_hymn_
8 years ago
According to old General where the mission contained civilians. They are wandering around but once attack is some where they went panic, you will see their motion is running hopelessly around the city and away from the enemy. I would take a couple seconds for them to back to previous stage or wandering again.

I think your unit will become panic every time seeing an incoming attack or being attacked. So yes it's like auto activation without a limit.
Annihilationzh
8 years ago

tricks with upgrades don't solve the "get back by time"-problem.

Originally Posted by: rey 


What exactly is this "get back by time" problem?

I suggested a solution that will temporarily increase speed for a limited time period - what more are you looking for?
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.
rey
  • rey
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8 years ago

tricks with upgrades don't solve the "get back by time"-problem.

Originally Posted by: Annihilationzh 


What exactly is this "get back by time" problem?

I suggested a solution that will temporarily increase speed for a limited time period - what more are you looking for?

Originally Posted by: rey 


originally i wanted to make an ability: move unit, push an ability button, for 5 seconds units moves faster = can't say that your suggestion doesn't provide a variant but with honest i must say it's too complicated for me do it this way = my knowledge aren't good enough to use invisible drones etc.
for the time being i check how useful/fulfilling the role is Panic Locomotor variant.
qqqqqqqqqp
8 years ago
Then my idea is extremely complicated. Might not even work haven't tried it.

The idea I had is useing overlord logic for the turret so that this could work. Then give the tank itself 2 weapons one being unlimited ammo and the other having no reload and starts with no ammo. Both doing the least amount of damage possible. Then useing the aurora logic for the supersonic and sluggish locomotors. Then using a weapon switch button that makes the tank have no ammo making it slower (or reverse, faster) then when it's out of combat you click the other gun slowing it back down. BUT this might not even work so yea.

*Useing my mobile I can't explain it as well as I want to.
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mr_hymn_
8 years ago

tricks with upgrades don't solve the "get back by time"-problem.

Originally Posted by: rey 


What exactly is this "get back by time" problem?

I suggested a solution that will temporarily increase speed for a limited time period - what more are you looking for?

Originally Posted by: Annihilationzh 


originally i wanted to make an ability: move unit, push an ability button, for 5 seconds units moves faster = can't say that your suggestion doesn't provide a variant but with honest i must say it's too complicated for me do it this way = my knowledge aren't good enough to use invisible drones etc.
for the time being i check how useful/fulfilling the role is Panic Locomotor variant.

Originally Posted by: rey 



Invisible drone just like american tank that can OCL the drone but instead we gave them the model = none and put kindof = unattackable and give hit 1000000 HP. Also give it deletion update = 5000 ms

So once ocl is 5 seconds the invisible drone is dead but then again you can revert upgrades you can't revert back the locomotor. I think this is a limit.