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Madin

More behaviour module questions

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CallHelpOnDamage

While I doubt that this works in C&C3, I am interested as to how it worked? I could not find any hint of usage in BFME or Generals.

Is the 'ValidObjs' element, concern the units being called to assist, or the units that are doing the damage?

I also wonder what the 'MoveToAttacker' attribute controls.

 

CaptureBehavior

I am just wondering what the 'SlavedCaptureObject' means or refers too in relation to main captured structure (the Tiberium Silo map object is an example of structure that has a 'CaptureBehavior' module).

 

BoredUpdate

Does anyone know, or have used this module?

I am thinking that it could be useful to use it to automatically get some units to charge a static base defence if they are idle, and a base defence was nearby (basically I am talking about Tesla troopers).

This module was used in BFME by trolls, and caused them to hit other trolls within a certain radius, if they were standing idle for a certain amount of time.

	<xs:complexType name="BoredUpdateModuleData">
		<xs:complexContent>
			<xs:extension base="UpdateModuleData">
				<xs:sequence>
					<xs:element name="BoredFilter" type="ObjectFilter" minOccurs="0" maxOccurs="1" />
				</xs:sequence>
				<xs:attribute name="ScanDelayTime" type="SageUnsignedInt" default="0"/>
				<xs:attribute name="ScanDistance" type="SageReal" default="0"/>
				<xs:attribute name="CanScanWhileAttackingOrMoving" type="SageBool" default="false"/>
				<xs:attribute name="BoredSpecialPowerTemplate" type="SpecialPowerTemplateRef" />
			</xs:extension>
		</xs:complexContent>
	</xs:complexType>

Thanks for any help, or info!

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CallHelpOnDamage

While I doubt that this works in C&C3, I am interested as to how it worked? I could not find any hint of usage in BFME or Generals.

Is the 'ValidObjs' element, concern the units being called to assist, or the units that are doing the damage?

I also wonder what the 'MoveToAttacker' attribute controls.

This module is an extention of the damage module wich basicly does the following:

 

 

 

  <xs:complexType name="DamageModuleData">
        <xs:complexContent>
            <!-- A little "hack" so that having multiple containers is easier.
                It was either this or rewriting half the contain modules... -->
            <xs:extension base="ContainModuleData">
        <xs:sequence></xs:sequence>
            </xs:extension>
        </xs:complexContent>
    </xs:complexType>

</xs:schema>
 

wich on its own again like to base behavior module data....so it does what exactly by extending into that?

 

I would imagine the callhelp module to function as sort of guard module? maybe something given to a gate when its under attack or infantry looking for a healer/medic like unit?

 

so if you give this to by example a rifleman and set

 

<xs:element name="ValidObjs" type="ObjectFilter" minOccurs="0" maxOccurs="1" />
 

this to a medic unit...would the medic move towards the riflemen based on the radius defined by the module...and is this a engine fuction that makes the medic move towards the riflemen or is there a companion module or coding that needs to be added to the medic?

 

MoveToAttacker:

Something to be given to a melee unit when getting hit by archers? or in TW case something to close the distance to artillery?

 

CaptureBehavior

I am just wondering what the 'SlavedCaptureObject' means or refers too in relation to main captured structure (the Tiberium Silo map object is an example of structure that has a 'CaptureBehavior' module).

Maybe if the captured object has like a harvester attached or so? Something that has the SLAVE kindof with the structure being the SLAVE_OWNER....it would allow you to capture both structure and its drone?

 

 

The bored thing....easiest to try is with the beamcannon probably?

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CallHelpOnDamage was introduced in BFME but never used, also not used in RotWK. From what I see I would guess ValidObjs is the objects that can be called (like the Patriot assist thing), and MoveToAttacker would be if that unit is out of range it would move into range. @Raven the extension chain is quite irrelevant in this case. This is just for the engine updating the object (I guess this is made this way so damage contained works as otherwise you would need more stuff to relay damage information to contained units.).

 

CaptureBehavior was introduced in TW. It's basically an extension of BFME's capture flag mechanic. If you capture this structure all SlavedCaptureObject will also belong to you (or nearest neighbor if there are multiple of these). See the TunnelHub for an example.

 

BoredUpdate yes your idea would certainly be possible. Though I didn't use it yet so idk if it's broken or not, but it should work as it does in BFME.

Edited by Lauren
  • Upvote 1

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If the bored update still works it would/could be a way for your corruptor healing to actually get to work maybe....you could have the

 

<xs:attribute name="BoredSpecialPowerTemplate" type="SpecialPowerTemplateRef" />
 

used to target and fire the corruptor healing weapon at a target.

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