Hijackers And Things |
Hijackers And Things |
3 Jun 2017, 16:54
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#1
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Group: Members Posts: 22 Joined: 5 June 2016 From: Murica Member No.: 12935 |
How exactly does the 'Hijacker emerging from destroyed vehicle' work? Basically every unit has:
CODE Behavior = EjectPilotDie ModuleTag_HijackerEmerge01 DeathTypes = ALL -CRUSHED -SPLATTED RequiredStatus = HIJACKED VeterancyLevels = ALL GroundCreationList = OCL_HijackerEmerge AirCreationList = OCL_HijackerEmergeViaParachute End And the OCL itself is empty. CODE ObjectCreationList OCL_HijackerEmerge ; CreateObject ; ObjectNames = GLAInfantryHijacker ; IgnorePrimaryObstacle = Yes ; InheritsVeterancy = Yes ; Disposition = RANDOM_FORCE ; MinForceMagnitude = 2 ; MaxForceMagnitude = 3 ; MinForcePitch = 50 ; MaxForcePitch = 60 ; SpinRate = 0 ; InvulnerableTime = 2000 ; RequiresLivePlayer = Yes ; End End Is it something to do with the HIJACKED status itself? I wanted to make it so you get two Hijackers when the vehicle is destroyed, so they spread like some sort of screwed up Terror Drone virus, but I have no idea how this works now. ----- Also, to not post another thread on essentially the same subject, is the use for the VEHICLE_HIJACK WeaponSetCondition as obvious as I think? Hijack tank, tank uses different weapon now because of the VEHICLE_HIJACK condition. And last but not least, does anyone have info on the DISABLED_BRAINWASHED DisabledType? What exactly it is, and how to use it and what it might be useful for. Thanks in advance. -------------------- Shockwave "Good" Balance Mod:
ModDB Page Latest date: October 3rd, 2017 Update 15 includes a life worth living. |
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8 Aug 2017, 14:19
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#2
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
How exactly does the 'Hijacker emerging from destroyed vehicle' work? Basically every unit has: CODE Behavior = EjectPilotDie ModuleTag_HijackerEmerge01 DeathTypes = ALL -CRUSHED -SPLATTED RequiredStatus = HIJACKED VeterancyLevels = ALL GroundCreationList = OCL_HijackerEmerge AirCreationList = OCL_HijackerEmergeViaParachute End And the OCL itself is empty. CODE ObjectCreationList OCL_HijackerEmerge ; CreateObject ; ObjectNames = GLAInfantryHijacker ; IgnorePrimaryObstacle = Yes ; InheritsVeterancy = Yes ; Disposition = RANDOM_FORCE ; MinForceMagnitude = 2 ; MaxForceMagnitude = 3 ; MinForcePitch = 50 ; MaxForcePitch = 60 ; SpinRate = 0 ; InvulnerableTime = 2000 ; RequiresLivePlayer = Yes ; End End Is it something to do with the HIJACKED status itself? I wanted to make it so you get two Hijackers when the vehicle is destroyed, so they spread like some sort of screwed up Terror Drone virus, but I have no idea how this works now. ----- Also, to not post another thread on essentially the same subject, is the use for the VEHICLE_HIJACK WeaponSetCondition as obvious as I think? Hijack tank, tank uses different weapon now because of the VEHICLE_HIJACK condition. And last but not least, does anyone have info on the DISABLED_BRAINWASHED DisabledType? What exactly it is, and how to use it and what it might be useful for. Thanks in advance. Re enable the OCL_HijackerEmerge ,after few secon a second a new Hijacker pop out ,so you get 2(want more ? add Count = 2 for get 3 Hijacker). OCL_HijackerEmergeViaParachute is for aircraf. DISABLED_BRAINWASHED maybe is for counter the DEFECTOR special power (allow to control any unit like Yury\mastermind but unlimited range and time) also were you find DISABLED_BRAINWASHED ? -------------------- |
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