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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9 Sep 2019, 1:34
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#2
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
1. Instead of making a plane that acts like a chopper, it might be easier to start with a chopper, then make it fly like a plane
2. It can't be done -------------------- |
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9 Sep 2019, 2:54
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#3
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Group: Members Posts: 7 Joined: 16 July 2017 Member No.: 15609 |
1. Instead of making a plane that acts like a chopper, it might be easier to start with a chopper, then make it fly like a plane 2. It can't be done 1) I've tried this. My problem is the "plane" will still be able to land at an airfield, but just not the hangar (it'll land at a helipad when damaged). The behavior I want is for the aircraft to not be able to land AT ALL. The Acolyte drone from Shockwave mod does this, it'll not respond to any commands to land at an airfield even if it is damaged (you get the three green down arrows indicating the command to land, but the Acolyte doesn't respond to this command). I've went through the entire object file for the Acolyte and I cannot for the life for me find where this behavior comes from. 2) What if I make the power a SCIENCE, and make it buildable at an Airfield, but instead of spawning at the hangar of an airfield it's deployed from offmap? Is that possible to achieve? So by all intents and purposes the thing is still a buildable at an Airfield but it just spawns from offmap. EDIT : Just figured out #1. It was the AIUpdate behavior. The Acolyte drone had "AIUpdateInterface" while I used "JetAIUpdate". Replacing this behavior made it so the plane now doesn't land at the airfield even when given the command to land, even if it is damaged. Now to try to figure out #2... This post has been edited by Salazar: 9 Sep 2019, 3:05 |
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12 Sep 2019, 18:40
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#4
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
maybe you can do that :
make a "unit" lock by the science Special power [like rotr black bear\eca super unit] said unit will do the OCL for the special power and spawn a self damage on im (you can make a custom armor and say take damage only from fall damage , for avoid kill the command center by mistake) once it use the ocl say 3 time , will die and left a husk(invisible) with this setting on the Unit and the husk : MaxSimultaneousOfType = 1 MaxSimultaneousLinkKey = AirRaid //(or anything tou want) only way i can tink to do a limited use SuperWeapon\General power -------------------- |
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14 Sep 2019, 7:41
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#5
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Group: Members Posts: 7 Joined: 16 July 2017 Member No.: 15609 |
maybe you can do that : make a "unit" lock by the science Special power [like rotr black bear\eca super unit] said unit will do the OCL for the special power and spawn a self damage on im (you can make a custom armor and say take damage only from fall damage , for avoid kill the command center by mistake) once it use the ocl say 3 time , will die and left a husk(invisible) with this setting on the Unit and the husk : MaxSimultaneousOfType = 1 MaxSimultaneousLinkKey = AirRaid //(or anything tou want) only way i can tink to do a limited use SuperWeapon\General power Thanks for the reply. The problem I see with this solution (if I understood it correctly) is the OCL object will stay alive even after the unit is dead. I want to be able to build the unit again once the unit dies, not have it limited to one the entire game. Is there a way to tie an OCL dummy object with the unit that I spawn? So if the unit dies, the OCL dummy object also dies? |
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14 Sep 2019, 17:41
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#6
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
you can put a dummy object tranported by the unit iself
unless the unit spawn by the special power use "Bike logic". or make the limiter hulk as a self destroy timer i guess you want the ocl timer restar only after the unit from the SW die is correct? -------------------- |
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22 Sep 2019, 12:06
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#7
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Group: Members Posts: 7 Joined: 16 July 2017 Member No.: 15609 |
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23 Sep 2019, 22:21
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#8
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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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