Jump to content

Search the Community

Showing results for tags 'specialpower'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Updates
    • Command & Conquer News
    • Site / Forum News & Discussion
  • General Discussion Forums
    • Off-Topic Discussion
    • Gaming Discussion
    • Tech Discussion & Support
  • Command & Conquer Universe of Games
    • Command & Conquer: General Discussion
    • Command & Conquer: Remastered Collection
    • Rivals
    • The Ultimate Collection / The First Decade
    • Tiberium Alliances
    • Tiberian Twilight
    • Red Alert 3 / Uprising
    • Tiberium Wars / Kane's Wrath
    • Generals / Zero Hour
    • Renegade
    • Red Alert 2 / Yuri's Revenge
    • Tiberian Sun / Firestorm
    • Red Alert / Counterstrike / Aftermath
    • Command & Conquer / Covert Operations
  • Battle for Middle-earth Universe of Games
    • Battle for Middle-earth II / Rise of the Witch-king
    • Battle for Middle-earth
  • Dune Universe of Games
    • Emperor: Battle for Dune
    • Dune 2000
    • Dune II
  • Hosted Projects
    • Command & Patch
  • The Archives
    • Cartoon and Conquer
    • Command & Conquer Legos / Tiberium Legos
    • Renegade-X
    • TibEd.Net Forums
    • C&C 2013 [Cancelled Game]
    • TIBERIUM [Cancelled Game]
    • Tiberium Chronicles RPG Project [Archived Project]
    • YR: Generals Mod [Archived Project]
    • Petro-Gamers Archive

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Yahoo


Discord


Origin


Steam


GOG.com


Xbox Live


PSN


Location


Interests


C&C:Online


CnCNet


XWIS


Renegade-X


W3D Hub


Favourite C&C

Found 1 result

  1. Part of this topic was briefly adressed in a post by madin, but i wanted to add a few questions and expand on it abit. First a bit of background on why and what i want to achieve, if this is a long post i do apologise but i feel it will help the tought process on how and what i want to achieve. Basicly (if i ever get out of my slacking groove im stuck in atm) my mod will consist of 3 starter factions (with 2 additional if i get to creating them) The first 3(wich are more or less different versions of gdi, nod and a touch of zero hour for flavour ) will have the following superweapons: Superweapons: Initiative- OSR Devision(gdi based): Orbital energy weapon (not sure if ill make more like a ioncannon or particle beam effect..hence the generic name ftm) * Basicly the idea behind the coding is: a dummy unit flies in offmap (to simulate satellite moving into low orbit), it is invisible (idea of higher altitude, not targetable by any NORMAL kind of AA), when it reaches its target spot it drops a dummy weapon that triggers all the good ioncannon effect stuff or so. Between flying in and triggering the actuall damaging effect drop, this dummy plane can be targeted by a SPECIAL SAM building. Brotherhood- 5th Legion(nod based): Thermobaric Missile strike: Basicly based of the coding that i showed in Madins cluster missile topic, the missile will be fire from a missile silo and can be intercepted with a SPECIAL SAM Building Iniatitive US-SOC: Kinetic Strike (project thor, rods from god, pooping tungsten telephone pools, etc) will use the same method of deployment as previous OSR ioncannon like strike, only differs in method of damage effects and visuals etc Anti superweapons: *OSR : Firestorm Shield generator: Will be based of the coding of the scrin shields, only when activated it will give all structures a shieldbody enabled status for 30sec or so, that triggers the shield. Code is still a work in progress but working on a smaller scale so far....need to test the temporary object status thing on several buildings when i get to it. -idea behind it: Can be used rather frequently even without the need of a anti-super, can give your buildings(base defenses also) a temporary almost inpenetrable shield for a few second and thus used to hinder a heavy assualt on your base aswell. Downside only one building of its kind can be build so only 1(altho rather large) radius arround a base can be shielded. 5th Legion: EMI Saturation: an upgrade and then toggled version of Disruption(stealth)tower) Can be toggled on and off, when on it will prevent deployment of any kind of superweapon map wide, as it basicly spoofs targeting software with constant EMI and will periodicly jam radar/minimap. Will break cloak of anything that uses hitech cloak(think stealth tanks)friend and foe alike, but not init cloak(think snipers) (the 5th will use cloaking tech heavely) when activated. If not toggled to active the Disruption tower will project a stealth field. -idea behind it: Stealth gen in one mode, offering map wipe stealth for Allies (map wide stealth is cheap stealth meaning everyunit has a visual range stealth detection, so basicly this is a anti satellite/scout drone/sensor sweep stealth, hitech stealth used on vehicles and such needs scanner packs or the like to be detected), in the other mode it will work as a anti super AND anti Stealth(both friend and foe) with the occasional radar jam. *will use the disruption towers code for its stealth field <InvisibilityUpdate id="ModuleTag_Invisibility" Options="BROADCAST STARTS_ACTIVE" BroadcastRange="9999" UpdatePeriod="1.0s"> <InvisibilityNugget ForbiddenStatus='EMI_EFFECT" /** while under effect of the EMI units cant stealth ForbiddenConditions="REALLYDAMAGED" EnteringStealthFX="FX_NODStealthTransitionOn" LeavingStealthFX="FX_NODStealthTransitionOff" ForbiddenStatus="IS_FIRING_WEAPON" /> <BroadcastObjectFilter Rule="ANY" Relationship="ALLIES" Include="STRUCTURE INFANTRY VEHICLE AIRCRAFT"> <ExcludeThing>Viceroid</ExcludeThing> <ExcludeThing>AlienCrystalShield</ExcludeThing> </BroadcastObjectFilter> </InvisibilityUpdate> i was thinking of either (being cheap about it) mcv like deploy the disruption tower into anti super/EMI mode tower, that building/mode will have a map wide aura that sets a atribute modifier that enables the EMI_EFFECT status. And use a Fireweaponupdate that fires a weapon that triggers the radar jamming missile specialpower every 20 sec for a duration of 5 sec or so(depending on tuning) Now in regards to the real question, i want this EMI tower to be able to prevent superweapons from being able to deploy anywhere on the map. I have fooled arround with the following bit of code: <SpecialPowerTemplate id="SpecialPowerIonCannonControlIonCannon" DisplayName="NAME:SuperweaponTimerIonCannon" Description="DESC:SuperweaponTimerIonCannon" Flags="HAS_PUBLIC_TIMER IS_PLAYER_POWER FOGGED_SHROUDED_CELLS_OK WATER_OK IGNORE_MAP_EXTENTS SHARED_SYNC NO_FORBIDDEN_OBJECTS" /** forbiddenobjects being the conyard or communications for testing purposes ForbiddenObjectRange="300" /** i would think thats the range arround the forbidden object duh? for a map wide effect i could setthis to 9999 i guess? ReloadTime="420s" TargetType="LOCATION" RadiusCursorRadius="300" RestrictionType="1" EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget" EvaEventToPlayOnInitiateOwner="OwnIonCannonActivated" EvaEventToPlayOnInitiateAlly="AlliedIonCannonActivated" EvaEventToPlayOnInitiateEnemy="EnemyIonCannonActivated" TimerImage="Button_PlayerPowerIonCannon"/> <ForbiddenObjectFilter Rule="ANY" Include="EMI_TOWER" > /** added EMI_TOWER to kindof.xsd </ForbiddenObjectFilter> </SpecialPowerTemplate> i thought this would work, but it didnt: not for me nor the AI it seemed. (note: been a while since i worked on this could be i had some extra junk code in it that nerfed the whole thing) As brought up in madins topic, altho only briefly: RestrictionType="1" would this be the better method for achieving this? I havent tried this out yet, but i guess i would work something like this? in the EMI tower: <RestrictSpecialPowerBehavior DependentObjectRadius="9999" RestrictionType="1" DependentObject="Brotherhood_EMI_tower" /> /** if this was the object used Anyone know if this works ingame? That asmuch for the 5th Legion For the US-SOC: They are basicly a zero hour/act of war inspired side: They use a patriot like building that can shoot superweapons out of the sky and works as a really powerfull SAM/airstrike inhibitor aswell: I am still doubting on 2 things when it comes to design: Use the above restriction/forbidden object codes in a smaller radius arround the patriotlike building when it comes to airstrikes or to achieve a airstrke blocked(thinking Tiberian dawn destory all sams missions)(and i dont know i this will work but): give the airstrike(or anything that requires aircraft to deliver) special powers the following game dependancy code: <GameDependency> <ObjectFilter Rule="ANY" Relationship="ENEMIES" Exlude="PATRIOT_DEFENSE" /> /** added to kindofs.xsd and to the patriot structure </GameDependency> But i am not sure if this works as a forbidden rule. Another idea would be to have the patriots broadcast a modelcondition to the structures that trigger the airstrike specialpowers and use ForbiddenModelConditions in the aistrike specialpowers. Any and all insight and feedback would be apreciated.
×