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Making a plane unlandable?
Salazar
post 8 Sep 2019, 14:28
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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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Zeke
post 9 Sep 2019, 1:34
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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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Salazar
post 9 Sep 2019, 2:54
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QUOTE (Zeke @ 9 Sep 2019, 2:34) *
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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Omeka88
post 12 Sep 2019, 18:40
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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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Salazar
post 14 Sep 2019, 7:41
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QUOTE (Omeka88 @ 12 Sep 2019, 19:40) *
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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Omeka88
post 14 Sep 2019, 17:41
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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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Salazar
post 22 Sep 2019, 12:06
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QUOTE (Omeka88 @ 14 Sep 2019, 17:41) *
i guess you want the ocl timer restar only after the unit from the SW die
is correct?


Yes. I tried to implement your suggestion but I cannot get it to work. Gave up on it for now, I'm not experienced enough to code this.
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Omeka88
post 23 Sep 2019, 22:21
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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 tongue.gif


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