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ztz2019

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About ztz2019

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  1. I may repeat my problem to let others understood. Now the KW/TW original set is if a unit contains 2 weapons, it will just move to the longer range weapon's range and stop to fire, so the shorter range weapon is unused. I need a kind of weapon or unit set, that when the unit contains two different range weapons, 1 for long weapon range, the other for short range, and though target is get in longrange weapon, it will still run to short one's range, so both 2 weapons could fire normally.
  2. There's another problem which if be solved may helpful to the first issue, that's how to truely remake ZH's overlord modularization upgrade. Now most of CC3/KW mod which try to realize Overlord sub turret upgrade function is in fact using unit's own weapon and model, by using the upgrade to show the hidden sub obj. and active the sub weapon. The ZH's overlord modularization upgrade is adding independent sub unit like spawned slave in KW such as repairing drone and invader fighter, but I always can't realize a totally same turret. If Overlord upgrade could be realized, the first issue can be solved, too. I can using sub turret with longrange and parent unit has shortrange weapon.
  3. In fact my 1.08 gamma never compiled succeed even once time.
  4. Supposing a unit who has a longrange weapon, and it will approach the target to let weapon fire as usual(its VisionRange is longer than weapon range). Now I need the unit still be approaching to the target until it can get in touch with( or contact with? Don't mind my grammar) it. Once I tried to add a very short range dummy weapon and attempt it will run to target, but it stopped when the longrange weapon can open fire, never go further.
  5. ztz2019

    Kanes Wrath Skirmish AI Schemas

    May the Dickman bless you.
  6. Thx a lot, it's very useful.
  7. I tried to add FireWeaponUpdate for a KW unit to reproduce microwave tank's BBQ circle, it works well when MW tank is static, but invalid when it moves. It's not weapon itself's problem since I already set CanFireWhileMoving="true". So anyone noticed this phenomenon?
  8. Well, I fixed this bug, it's not bug, only give TIbfield's model an OBBox to make it selectable is enough.
  9. I still can't realize this function, I tried to research TibHive's code, but I could just let ocl suddenly appears on TibField , can't wait until Cmdo approaching to it to build up. It seems I need to explain it more clearly, the function I need is like building a bunker on TibField, it needs unit choose target (to TIbfield) then come up to TibField and begin to build the structure on Tibfield.
  10. I still can't realize the ocl on TibField, so I put on my code to anyone learning to fix it, thanks any how. Please try to realize one unit can build/dig/ocl sth. on TibField, thanks again. Data.7z
  11. I just copy Saboteur's code and didn't modify it much. I now use like GDIRifleMan's digin SP(set Options="NEED_TARGET_POS") but still can't ocl on TibField Hole.
  12. I want to give Cmdo a new SP just like boobytrap to make an ocl on Tibfield, but it can't fire the SpecialWeapon if on Tibfield, but run's ok on all other obj. such as Tib, structures, husks or bridge. Cmdo's code: <SpecialPowerDispatchSpecialPower id="ModuleTag_BoobyTrapDispatch" SpecialPowerTemplate="SpecialPower_PlaceSeedDispatch"> <SpecialPower SpecialPowerTemplate="SpecialPower_PlaceSeedAtTiberiumField" /> </SpecialPowerDispatchSpecialPower> <SpecialPower id="ModuleTag_BoobyTrapTechBuilding" SpecialPowerTemplate="SpecialPower_PlaceSeedAtTiberiumField" UpdateModuleStartsAttack="true" /> <WeaponFireSpecialAbilityUpdate id="ModuleTag_TargetedSensorPodUpdate" SpecialPowerTemplate="SpecialPower_PlaceSeedAtTiberiumField" SpecialWeapon="MutantPlaceSeedWeapon" StartAbilityRange="5" UnpackTime="1.5s" PackTime="1.0s" /> Wpn code: <WeaponTemplate id="MutantPlaceSeedWeapon" Name="MutantPlaceSeedWeapon" AttackRange="100.0" WeaponSpeed="800" MinWeaponSpeed="800" MaxWeaponSpeed="810" AcceptableAimDelta="20d" AutoReloadsClip="AUTO" ClipSize="0" AntiMask="ANTI_GROUND" CanFireWhileMoving="true"> <FiringDuration MinSeconds="1.1s" MaxSeconds="1.1s" /> <Nuggets> <WeaponOCLNugget WeaponOCL="OCL_AlienTibHive" /> </Nuggets> </WeaponTemplate> SP code: <SpecialPowerTemplate id="SpecialPower_PlaceSeedDispatch" Flags="NEEDS_OBJECT_FILTER NO_FORBIDDEN_OBJECTS SHARED_SYNC" TargetType="LOCATION" NameOfVoiceNameToUseAsInitiateIntendToDoVoice="VoiceBoobyTrap" WaypointModeTerminal="false" RadiusCursorRadius="20" ForbiddenObjectRange="100"> <!-- or just like this, both are effective <ObjectFilter Rule="ANY" Include="TIBERIUM_FIELD"> </ObjectFilter> --> <ObjectFilter Rule="ANY"> <IncludeThing>TiberiumField</IncludeThing> <IncludeThing>TiberiumFieldBlue</IncludeThing> <IncludeThing>TiberiumFieldRedZone</IncludeThing> </ObjectFilter> <ForbiddenObjectFilter Rule="ANY"> <IncludeThing>AlienTibHive</IncludeThing> <IncludeThing>AlienSporePod</IncludeThing> <IncludeThing>Reaper17GrowthStimulator</IncludeThing> <IncludeThing>Traveler59SporePod</IncludeThing> <IncludeThing>Tiberium</IncludeThing> </ForbiddenObjectFilter> </SpecialPowerTemplate> Just copy ocl TibHive's code from AlienControlCenter can't set the StartAbilityRange and it can active the SP anywhere on the map, I still need Cmdo runs to Tibfield herself and drop the ocl. So how to add an ocl SP on Tibfield to a unit?
  13. Yes, it's a very wired and well known issue and seems the <TransportContainUpgradeOverride UpgradeTriggeredBy="Upgrade_DeployNODBunkerTruck" AdditionalSlots="1" /> <OpenContainUpgradeOverride UpgradeTriggeredBy="Upgrade_DeployNODBunkerTruck" ObjectStatusOfContained="UNSELECTABLE ENCLOSED CAN_ATTACK" /> will causes the crash.
  14. OCL can create different units each time, but the rally point is a problem, new ocled unit always stands still at warfactory.
  15. No, I need to produce true different unit, not just look different. I've already realize looking different by randommodelcondition, but how to produce true different unit every time ?
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