Posted by: rey - Sunday, May 13, 2018 9:04:37 AM
is it possible at all to give unit say for 5 seconds faster speed and then back to normal? i can't find any mechanically close unit as example, so can imagine only "create obj inside > status weapon > unit reacts on status weapon with change of locomotor to fast > internal obj die-status-weapon > unit reacts with change back to normal" and even this i can't manage to work.../ any ideas, hints, other variants?

Posted by: renaissance - Sunday, May 13, 2018 11:36:10 AM
This post might give you a clue :) [url]http://www.cnclabs.com/forums/cnc_postst14897_Change-unit-locomotor-with-bike-logic.aspx[/url]

Posted by: rey - Sunday, May 13, 2018 4:18:49 PM
[quote=renaissance;147572]This post might give you a clue :) [url]http://www.cnclabs.com/forums/cnc_postst14897_Change-unit-locomotor-with-bike-logic.aspx[/url][/quote]actually the unit i want to modify for start is exactly using bike-logic, but i can't understand how to switch drivers automatically with timed delay. for example i'd wish to make Red Guard run faster for 5 seconds when switched to bayonet. why not simply faster locomotor for whole bayonet-driver?= that would be free fast travel for Red Guards masses, basically cheating, while i wish for timed rush ability to fast shorten the distance on attack. i was thinking about creating internal object to grant upgrade on drivers switch and same delete upgrade on obj auto-destroy, but apparently there is no way to transfer granted per-unit upgrade to parent unit, only if that upgrade is global.

Posted by: renaissance - Sunday, May 13, 2018 10:13:42 PM
Bear with me, it's been a loooong time since I've touched this game, but this is how I think you can do it. - have your upgrade simultaneously update the locomotor to fast and spawn a dummy weapon with a time delay - at the end of the timer the weapon/projectile dies - have that weapon's death (I forget the term) reset the locomotor

Posted by: Unknown Editor - Sunday, May 13, 2018 10:25:20 PM
Well , as a matter of the fact I've also been looking to switch a unit's speed between Fast , Normal & Slow . In my opinion the logic we need is to change the unit , replace it with another which will die in 5 seconds and when dead the OCL will replace it with the original one again . I'll try to figure an exact solution out for this but until then this is how it works I guess . EDIT : I think the way "renaissance" means is similar to American Drons . They will be spawned by the Upgrade and when die , They'll take out the Upgrade with themselves . This is actually much more efficient than my way .

Posted by: rey - Monday, May 14, 2018 1:20:06 PM
[quote=Unknown Editor;147576]They will be spawned by the Upgrade and when die , They'll take out the Upgrade with themselves . This is actually much more efficient than my way .[/quote] but how this "additional" unit/obj must be created to grant/remove per-unit upgrade? that is issue i can't find an answer. to create internal obj or invisible drone that will grant upgrade for parent-unit and remove it or grant new on delayed death would be great - but How??

Posted by: renaissance - Tuesday, May 15, 2018 9:27:06 PM
To say I'm rusty is an understatement. I haven't touched the INIs in over a decade. I wish I could help but I can't remember.

Posted by: Unknown Editor - Wednesday, May 16, 2018 10:24:08 PM
First we'll need a Command Button with the appropriate image , then set the properties of command button : If you ask me , you'll need to use a special power instead to give it a cool down . But with this , You should then use a new unit with everything same to the main unit but the Locomotor . I will try to find a way to skip requiring a new unit but if I can't then we'll need one . [code=plain] ObjectCreationList OCL_SpeedBoost CreateObject ObjectNames = SpeedBoost Disposition = LIKE_EXISTING Count = 1 IgnorePrimaryObstacle = Yes RequiresLivePlayer = Yes End End SpecialPower SpecialPowerCommunicationsDownload Enum = SPECIAL_COMMUNICATIONS_DOWNLOAD ReloadTime = 25000 ; 25 Seconds PublicTimer = No InitiateSound = NoSound End CommandButton GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun Command = OBJECT_UPGRADE ;SPECIAL_POWER ;SpecialPower = SpecialPowerCommunicationsDownload Upgrade = GC_Slth_Upgrade_GLAQuadCannonSnipe Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:SpeedBoost DescriptLabel = CONTROLBAR:ToolTipSpeedBoost ButtonImage = SUSnipBull ButtonBorderType = ACTION End Upgrade GC_Slth_Upgrade_GLAQuadCannonSnipe DisplayName = UPGRADE:SpeedBoost BuildTime = 0.0 BuildCost = 0 ButtonImage = SUSnipBull End MappedImage SUSnipBull ; Rank_Private_USA Texture = SCShellUserInterface512_006.tga TextureWidth = 512 TextureHeight = 512 Coords = Left:237 Top:163 Right:397 Bottom:323 Status = NONE End CommandSet GenericRunCommandSet ; at list untill we add other commands 1 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun End Object AmericaInfantryRanger ; Take Ranger as the Test Object AddModule ;Behavior = OCLSpecialPower ModuleTag_SpeedBoost ; SpecialPowerTemplate = SpecialPowerCommunicationsDownload ; OCL = OCL_SpeedBoost ;End Behavior = ObjectCreationUpgrade ModuleTag_SpeedBoost TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe UpgradeObject = OCL_SpeedBoost End Behavior = LocomotorSetUpgrade ModuleTag_BoostTriggger TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe End Behavior = ProductionUpdate ModuleTag_Productive ;No Data End End CommandSet = GenericRunCommandSet UpgradeCameo5 = GC_Slth_Upgrade_GLAQuadCannonSnipe Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_NORMAL_UPGRADED ColonelBurtonGroundLocomotor End Object SpeedBoost AddModule Body = HighlanderBody ModuleTag_BODY MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = UpgradeDie ModuleTag_UpgradeUndo DeathTypes = ALL UpgradeToRemove = GC_Slth_Upgrade_GLAQuadCannonSnipe End Behavior = SlavedUpdate ModuleTag_Slave StayOnSameLayerAsMaster = Yes End Behavior = LifetimeUpdate ModuleTag_DeathTime MinLifetime = 5000 MaxLifetime = 5000 End Behavior = DestroyDie ModuleTag_Death ;No Data End End KindOf = PRELOAD End [/code] WORKS : FALSE STATUS : UNDER_CONSTRUCTION Please give me information about what unit is it so , I can continue .

Posted by: rey - Friday, May 18, 2018 4:25:14 PM
[quote=Unknown Editor;147592]Please give me information about what unit is it so , I can continue .[/quote] my starting goal was to give Red Guard charge ability when switched to bayonet - so after weapon switch for few seconds unit runs faster. that's why to give simply second locomotor is not good as that would be a fast-travel-cheat. and to create new unit may be tricky as that can create more bugs with transferring units conditions, plus unit stops on creation canceling "charge" itself.

Posted by: Unknown Editor - Saturday, May 19, 2018 2:20:35 AM
Hey guys , I've got you good news : GAME ENGINE does not meet the minimium requirements [grin] Sorry , But there seems to be only 1 way to set the locomotor back and that's only with scripts . I've taken 5 tries and all failed where we should have gotten the speed back to normal . All due to the Engine's lack of Support . Here is all I've done and failed ; I'll try other ways if possible but these may help you guys find other solutions for this speed issues . HOPE THIS CAN ACTUALLY HELP : [ATTACH]2148[/Attach]

Posted by: rey - Saturday, May 19, 2018 8:20:13 AM
@Unknown Editor thanks for trying. well no way is an answer too, at least i'll know that it's not possible, though logical variant with internal sub-obj granting 2 upgrades on creation and death seems so close to real.

Posted by: Unknown Editor - Monday, May 21, 2018 1:50:48 AM
Well , I'm actually heading for new ways ; If I have learned sth from this world , It's there is always a way in . Of course there should be a way for this too ; I'll just need to find a working methode . And nothing will stop this one , not even the Game engine (as it actually blocked the last one for NO REASON)

Posted by: rey - Monday, May 21, 2018 6:57:20 PM
[quote=Unknown Editor;147607]And nothing will stop this one , not even the Game engine (as it actually blocked the last one for NO REASON)[/quote]that's most irritating when it crashes with no explanation other then "serious error" or some memory address link.

Posted by: Unknown Editor - Monday, May 21, 2018 10:07:13 PM
Well , I actually know how to handle this crashes , All I can't see is why won't some coded units just work as coded ; for example : some won't die , some won't make any difference , some will play as NOT_COLLIDE while they are tottally COLLIDE