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Hijackers And Things
ComradeGeneral
post 3 Jun 2017, 16:54
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From: Murica
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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.


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Omeka88
post 8 Aug 2017, 14:19
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Joined: 14 July 2017
From: Roma
Member No.: 15601



QUOTE (ComradeGeneral @ 3 Jun 2017, 17:54) *
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 ohmy.gif ?



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