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Make an ability untargetable for Airborne units
Spec
post 30 Dec 2017, 18:57
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How to make an ability untargetable for Air Units? Because whenever I target Air units the ability does not seem to work. The function of the ability is only for ground units which the OCL would only affect ground units and it cannot target Airborne. TIA
CODE
CommandButton Command_LaserDesignate
  Command = SPECIAL_POWER
  WeaponSlot = SECONDARY
  SpecialPower = SpecialAbilityLaserTargeter
  Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND
  TextLabel = CONTROLBAR:LaserDesignate
  ButtonImage = LaserDesignate; LaserTargeter
  CursorName = LaserGuidedMissiles
  InvalidCursorName = GenericInvalid
  DescriptLabel = CONTROLBAR:ToolTipLaserDesignate
  ButtonBorderType = ACTION
End

  Behavior = SpecialAbility ModuleTag_ArtyStrike01
    SpecialPowerTemplate = SpecialAbilityLaserTargeter
    UpdateModuleStartsAttack = Yes
  End
  Behavior = SpecialAbilityUpdate ModuleTag_ArtyStrike02
    SpecialPowerTemplate = SpecialAbilityLaserTargeter
    StartAbilityRange = 400
    AbilityAbortRange = 425
    PreparationTime = 100
    PersistentPrepTime = 50
    SpecialObject = LaserBeam
    SpecialObjectAttachToBone = Muzzle01
  End


This post has been edited by Spec: 30 Dec 2017, 18:57
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Spec
post 31 Dec 2017, 9:42
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QUOTE (Spec @ 31 Dec 2017, 1:57) *
How to make an ability untargetable for Air Units? Because whenever I target Air units the ability does not seem to work. The function of the ability is only for ground units which the OCL would only affect ground units and it cannot target Airborne. TIA
CODE
CommandButton Command_LaserDesignate
  Command = SPECIAL_POWER
  WeaponSlot = SECONDARY
  SpecialPower = SpecialAbilityLaserTargeter
  Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND
  TextLabel = CONTROLBAR:LaserDesignate
  ButtonImage = LaserDesignate; LaserTargeter
  CursorName = LaserGuidedMissiles
  InvalidCursorName = GenericInvalid
  DescriptLabel = CONTROLBAR:ToolTipLaserDesignate
  ButtonBorderType = ACTION
End

  Behavior = SpecialAbility ModuleTag_ArtyStrike01
    SpecialPowerTemplate = SpecialAbilityLaserTargeter
    UpdateModuleStartsAttack = Yes
  End
  Behavior = SpecialAbilityUpdate ModuleTag_ArtyStrike02
    SpecialPowerTemplate = SpecialAbilityLaserTargeter
    StartAbilityRange = 400
    AbilityAbortRange = 425
    PreparationTime = 100
    PersistentPrepTime = 50
    SpecialObject = LaserBeam
    SpecialObjectAttachToBone = Muzzle01
  End

What I mean is the ability cannot target Airborne TBE. Sorry for the wrong grammar.
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Omeka88
post 31 Dec 2017, 18:19
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maybe the laser tageting sisetme is odd and target only ground (feel fee to blame EA btw)
you can just do like this:

CODE
CommandButton Command_GLAInfantryJarmenKellSnipeVehicleAttack
  Command                 = FIRE_WEAPON
  WeaponSlot              = SECONDARY
  Options                 = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND
  TextLabel               = CONTROLBAR:SniperAttack
  ButtonImage             = SSSniperAttack
  CursorName              = SnipeVehicle
  InvalidCursorName       = GenericInvalid
  ButtonBorderType        = ACTION; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipGLAFireJarmenKellVehicleSnipe
  UnitSpecificSound       = JarmenKellVoiceStingerMissile
End
then make the SECONDARY weapon like this :
CODE
;------------------------------------------------------------------------------
;This is now a special stinger missile attack that will instantly kill an air unit.
Weapon GLAJarmenKellHeroicVehiclePilotSniperRifle
  PrimaryDamage = 1200.0
  PrimaryDamageRadius = 5.0
  AttackRange = 370.0
  DamageType = HACK
  DeathType = EXPLODED
  ProjectileObject = JarmenKellHeroicStingerMissile
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ClipSize = 1
  ClipReloadTime = 30000
  PreAttackDelay = 600
  AutoReloadsClip = Yes
  FireFX = FX_StingerMissileIgnition
  FireSound = JarmenKellStingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_JarmenKellStingerMissileDetonation
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
  ProjectileCollidesWith = ENEMIES
  ShowsAmmoPips = Yes
  AntiAirborneVehicle     = Yes
  AntiAirborneInfantry    = Yes
  AntiSmallMissile        = No
  AntiBallisticMissile    = No
  AntiGround              = No
End

the weapon is Forced for targert Air Unit and Air infantry(paradrop ecc)

you can make a laser of corse 8llaniflip.gif

this is the easy and probably the best way

This post has been edited by Omeka88: 31 Dec 2017, 18:23


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