Making a plane unlandable? |
Making a plane unlandable? |
8 Sep 2019, 14:28
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#1
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Group: Members Posts: 7 Joined: 16 July 2017 Member No.: 15609 |
I have a couple of questions. Basically, I am trying to create a new general power that spawns in a support plane that I can control.
I have got the controllable support plane and the spawning part down, but the problem is I am able to land the plane at an airfield. So far I have tried giving it PRODUCED_AT_HELIPAD and DRONE tag but neither of them works, the plane still is able to land but this time bugs out at the airfield because it thinks it's a helicopter. The biggest clue to achieve this is from looking at the Acolyte drone with the Airforce General from the Shockwave mod. After testing it seems the Acolyte is unable to land, no matter how many times you tell the thing to land it doesn't react to the command at all. I want to give that same property to the unit I made, but I cannot for the life for me find out where this behavior is given - I have looked over everything related to the Acolyte drone and found nothing out of the ordinary that gives it this behavior. The second thing I want to do is to put a limit on how many of this unit I can field at once. Since I am deploying it through a general power and not an airfield/warfactory, I have no idea how to set a limit on this (make the special power itself grayed out while a certain number of this unit is already on the field). Does anyone have any ideas on how to solve these two issues? |
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23 Sep 2019, 22:21
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#2
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
the best way is a "gla angry mob style"
make a "Invulnerable" MOB_NEXUS unit the aircraft bring said unit on the field il post my sample MOB_NEXUS dummy : CODE ;--------------------------------------------------------------------- Object StrikeTeam-dummyNexus ; *** ART Parameters *** SelectPortrait = InsertIcon ButtonImage = InsertIcon Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = None End End ;****DESIGN parameters **************************; DisplayName = OBJECT:YouCanSeeMyName Side = America RadarPriority = NOT_ON_RADAR EditorSorting = INFANTRY TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ;give a 0 damage weapon for make my team attack the target End ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = None End BuildCost = 0 BuildTime = 10.0 ;in seconds ;only if producted by "factory" VisionRange = 150 ; it can scout for the spawn ShroudClearingRange = 70 Prerequisites ; Object = End ExperienceValue = 5 10 15 20 ;Experience point value at each level IsTrainable = No; CommandSet = GenericCommandSet ; *** AUDIO PARAMETERS ***; VoiceSelect actually get use VoiceSelect = ZoneTrooperVoiceSelect VoiceMove = ZoneTrooperVoiceMove VoiceGuard = ZoneTrooperVoiceGuard VoiceAttack = ZoneTrooperVoiceAttack VoiceAttackAir = ZoneTrooperVoiceAttack VoiceFear = ZoneTrooperVoiceFear UnitSpecificSounds VoiceEnter = ZoneTrooperVoiceMove VoiceEnterHostile = ZoneTrooperVoiceGuard VoiceGarrison = ZoneTrooperVoiceMove VoiceCreate = ZoneTrooperVoiceCreate End ;**** ENGINEERING Parameters ****************************** RadarPriority = UNIT KindOf = PRELOAD CAN_ATTACK INFANTRY MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE IGNORED_IN_GUI Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 InitialHealth = 99999.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasicHumanLocomotor;Important! don't make the Nexus any faster! Locomotor = SET_WANDER BasicHumanLocomotor;Important! don't make the Nexus any faster! Locomotor = SET_PANIC BasicHumanLocomotor;Important! don't make the Nexus any faster! Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = SpawnBehavior ModuleTag_05 SpawnNumber = 4;how may unit we are? SpawnReplaceDelay = 2500000; 30 seconds , not use since OneShot is on SpawnTemplateName = StrikeTeam-Tank SpawnTemplateName = StrikeTeam-AntiAirTank;object name example ExitByBudding = Yes InitialBurst = 4; spawn all the unit when im get spawn OneShot = Yes AggregateHealth = Yes;i die if all my allied die SlavesHaveFreeWill = No End Behavior = QueueProductionExitUpdate ModuleTag_06 UnitCreatePoint = X: 3.0 Y: 1.0 Z:0.0 NaturalRallyPoint = X: 2.0 Y: 2.0 Z:0.0 ExitDelay = 5000; 5 sec InitialBurst = 4; spawn all the unit when im get spawn End MaxSimultaneousOfType = DeterminedBySuperweaponRestriction; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType Behavior = DestroyDie ModuleTag_07 DeathTypes = ALL End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End make the nexus spawn the limiter dummy , once the dummy die(after 2 min timer?,well set low for test) you can use the power again don't know a better way asap -------------------- |
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