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Stygs

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Everything posted by Stygs

  1. After a couple of recent games against the Scrin, I realized the Scrin AI tents to place multiple Growth Accelerators on the same spot. Not sure if thats an old TW bug or related tot my recent changes to the building, but I was kinda wondering if anyone has an idea to stop that. :S
  2. I noticed it on Tournament Dustbowl (southern start position). Cant really limit it since the only usefull lmit would be 1 (otherwise the AI can still build all addvaible buildings on the same spot). I changed BaseBuildingLocation to "TIBERIUM", but havent played enough to notice a difference. @ Mjjstral Hmmm, the AI would still be wasting time to build them, but at least not lose money. Sounds like a goog plan B. Is there any simple way to grant money without having the number appear in the air above the object (like Tibspikes do)?
  3. BFME2 has this LUA function, but I cant think if any case where it is used: function SpyMoving(self, other) print(ObjectDescription(self).." spying movement of "..ObjectDescription(other)); end
  4. As a modder, I have to say I pefer the way it currently is - one section for games and one for mods. As a lot of the games share the engine and most modders have experience with modding more than one CnC, its usefull to be able to see all modding forums at once. And if someone deosnt care for modding, he can simply hide that section of the forum and never be bothered by it again.
  5. This discussion feels weirdly familiar
  6. My first idea would be using a object upgrade as GameDepency for the abillity (with a very short reload timer) and then use LUA & ModelConditionEvents to remove the upgrade during USING_SPECIAL_ABILITY and grant it again during LOCOMOTOR_TAXIING (aka "landed on an airfield").
  7. Try the InfiltratorContain. It has basicly 3 options: Steal Money (not sure how much exactly), Disable the building, Freeze the radar.
  8. How about a dummy drone? The building spawns the drone and kills it if captured or destroyed while the drone itself grants/removes the upgrade when killed by the sturcture. Of course, that might not work if the player can have more than one academy.
  9. Dumb question, but istn there a easier way? 1. Give every unit (BaseObject) a LevelUpUpgrade that gets triggered by a ObjectUpgrade and grants 1 level. (or even better: use Upgrade_Veterancy_VETERAN, that allready fuly coded if I remeber right). 2. Have the academy grant a player upgrade upon capture (and remove it once the buildings gets lost). 3. Use the OnCreated Event on the units to trigger a function that checks for the player upgrade - if the player has the acadamy upgrade, the script grants the unit the object upgrade and the unit gains a level.
  10. If your referering to my TWA mod, then a) neither Golan nor I changed anything about the Wolverine and b ) none of the units is addvaible in the mod. I think your either refering to Tiberian Apocalypse or Tiberian Essence. Sad that there is no picture of the render models that were shown before KW release. Kind of a shame that EA never used them for anything aside the CnC Arena trailer
  11. I took a look at the sounds and it seems your kinda right - there are a couple of eva sounds, but they seem to be intended for the campaigns as there are no complete sets. I.e. the GDI eva has "enemy redeemer detected" and "enemy eradicator detected", but no sounds for an enemy MARV. Scrin & Nod seem to have only basic sound for epic (for detected and destroyed), but they got some sounds for their epic warfactory ("redeemer engineering facility online").
  12. I am no LUA expert, but that kinda sounds like the unit might not know what the "other" parameter refers to. Have you tried ExecuteAction("NAMED_DELETE", other) (or somethnig else) to test of the truck is correctly identified?
  13. Might be a long shot, but there are a couple of similiar functions in BFME (similiar in the sense that Unit A reacts to a ObjectBroadcastEvent from Unit B ) and the LUA is allways triggered by the squad members, not the squad object itself.
  14. Why do you even add the KW shader? You have a KW mod, these shader are there by default >_> Got the same load savegame bug in TWA and doubt it has anything to do with shader effects.
  15. I am aware that the AISpecialPowerUpdate is rather limited - I just never assumed the AI can simply target objects even when the specialpower itself forbidds it. Kinda assumed the AI would then just wait until the target becomes addvaible again :/
  16. Hi there. A couple of days ago, I had the idea of preventing the AI from using super weapons on certain buildings in the hope that this would make testing stuff easier. So I went ahead, added an ForbiddenObjectFilter & NO_FORBIDDEN_OBJECTS to the Superweapons and tested it on my test maps - and it worked great, turning the cursor red anywhere near the buildings. Then I tested it against the skirmish AI whereas the AI fired a Nuke directly at the building that should protect me against nukes. This raised a couple of questions: WTF? Why does the filter seem to stop humans, but the AI can ignore it? Is there any way to change that?
  17. Just tried that: 1. You get a red decal around the area, even when you dont select the building and you color is not red. During a skirmish game, the ring was suddenly in the left lower corner of the map (no idea why). 2. It worked against my own Ion Cannon, I couldnt fire it anywhere near the building. 3. The AI completly ignored it and still fired their Ion Cannon right next to the building. I think I prefer the ForbiddenObjectFilter, at least that doenst have this annoying red decal around it. Never knew the AI could simply ignore that kind of limitations.
  18. Has anyone ever managed to get a Point Defense laser like the Generals Paladin or Avenger to work? I tried using a Laser that could only target missiles, but even when the tank was idle, it would never shoot at missiles. Any ideas how to recreate the PDL?
  19. But is there a way to determine where exactly the PD will be attached to the vehicle? I allready use AntiMask="ANTI_SMALL_MISSILE, I doubt that would make much of a difference. PDL only seems to work if its a primary weapon anyway, whenever its a turret or hardpoint :/
  20. Yeah, thats the same problem as I have - guess there is no way around. I was thinking about adding a contain module and with a point defense drone inside (so it can be independent from the main unit), but even if that works, it has it drawbacks. Well, I guess I might end up using the PDL for a drone or support unit, at least that should prevent targeting issues.
  21. Yes, but it doenst seem to help. Basicly, when I place a tank on my test map and attack it, it works fine and the laser kills most of the missiles. But when I build the tank myself, it hardly seems to work. I am guessing the AI has a problem with a second turret that has such a limited array of targets.
  22. I asume the Predator doenst work because you set up the missile as a second turret with a turn rate of 0 - which means the missile can only used if the target is right in front of the tank. The second problem is caused by the lack of a AimWeapon module - that is used to define how far above the ground target need to be before it uses the 'shooting upwards' fire animation. PS: Good to see you are back
  23. Considering that Henfords posting ist 7 (!) years old, take a wild guess.
  24. Dunno about KW, but I needed to change the id to make it work in TW.
  25. The ship was held under Pyramid Prime and Tacitus was stored on its deck - that's Nod campaign version. On the other hand, You have GDI campaign which contradicts the previous sentence. No it doesnt. The events are pretty much the same in both campaigns, you just dont see some of the events during the GDI campaign as GDI thinks its alien. The IDB quote pretty much said that the Tacitus wasn made by the Scrin. Or rather, that the TW Scrin arnt the same Scrin that made the Tacitus. Maybe it crashed with a ship or maybe it got to earth the same way as Kane. Ands thats pretty much all we knew about the Tacitus maker as Westwood never got the chance to expand its backstory and EA didnt care to much about it. I got no idea wht your refering to with that statement. Again, I doubt the TCN has anything to do with the portals - maybe the Tacitus just contains some informations to undo the Tiberium infestation and turn in to power. Its also doubtful the Tacitus contains blueprints to anything. It most likely just a collection of datas and formulas and some background storys regarding Tiberium. He wanted to infest Earth with Tiberium, with is kinda required to call home (or was required until Liquid Tiberium was weaponized). That and the fact that the TS lead designer pretty much confired it long ago in an interview.
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