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Egozi44

More stuff to fix..

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The issue with the main rader scan ability is that it support power (it add button to the left screen) I want the SW's ability to be a ability button, and I don't know how to change SP to ability button, won't the ion control center will acted the same way if the drone spawn still ganna come from ability button? Also how I can make ability that spawn the drone? I need to do it like the mcvs and rig ability?

 

 

I don't know if that method will work on the rift generator case, how NOD's SW don't get "effected" by it?

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Well I tried a few stuff with spamming but I have no clue how to make it work together
I got a idea but I need your help to know if it can work

Make ability that spawn something, that something will die the moment it being spawned, that OCL from it's death will run and that will be it

The issue is however How can a make ability that spawn something Without use it as SpecialPower template or SpecialPowerOCL (since these two and probably more SpecialPower codes trigger the SW animations)

 

I can't find how NOD's SW don't get it's animation trigger though (I assume it uses it as a weapon rather then SP?)

Edited by Egozi44

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The Emp Countermeasures have no unpack time, thus "SPECIAL_WEAPON_ONE UNPACKING" never evaluates to true.

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Thanks

 

I see, I will take a look in the xml when I be near my desktop pc, is there anything I can take from there and replace my code with? or it just matter of not adding unpack time and make it Special weapon 2 ?

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These SW sure are persistent

 

I tried a few stuff but none worked

I assume I need to "change" the OCL ability into fake weapon, any ideas what I can try?

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How much dummy could a dummy dummy if a dummy could dummy dummy....wait that doesnt sound correct...or does it!

 

in your ioncannonbuilding/temple/watchemecallitluancherstructures:

 

 

<SpawnBehavior
                id="ModuleTag_dummiesfordummiesbydummiesaboutdummies"
                SpawnNumberData="1"
                InitialBurst="1"
                SpawnReplaceDelayData="10s"               -> incase my spawned goes boom, how long thill i replace it
                SpawnedRequireSpawner="true"              -> yes building goes boom, spawny goes boom aswell
                KillSpawnsOnCaptured="true"                   -> this wil reset the SP timer for the scan basicly on capture
                SpawnInsideBuilding="false"                     -> can be true not that important 
                KillSpawnsOnDisabled="false">                  -> emp/lowpower kills the dummy and thus resets the scan SP timer basicly
                <Die
                    DeathTypes="ALL" />
                <SpawnTemplate>HeyIAmADummyObject</SpawnTemplate>
            </SpawnBehavior>
 

the dummy...a more stripdown version of a repairdrone:

 

<GameObject
        id="HeyIAmADummyObject"                  -> see SW structure spawnmodule
        EditorSorting="MISC_MAN_MADE"
        OcclusionDelay="0"
        ShockwaveResistance="120.0"
        Commandset="Thiscommandsetonlyholdsthespecialpowerscanbutton"    -> not sure if you really need a commandset for spellbook lvl SP, but just incase
        KindOf="AIRCRAFT NO_COLLIDE NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY CANNOT_BE_DETECTED"
        VoicePriority="5">    
        <DisplayName>NAME:RepairDrone</DisplayName>
        <ArmorSet
            Armor="NoArmor" />
        <Draws>
        </Draws>
        <Behaviors>


<!-- 
insert your SP scannetwork whatever thingy here, i would work of the existing scan SP,
 but i can only do a TW version, since i cant test a working KW version with the buttonstate coding i wont.
 If your chained ionstorm copy works, then just use that. Whatever works tbh.
dont forget to create/add a commandset for your specialpower network scan.

if you want to add building powered/low power functions to this, change the kindof to 
structure instead of aircraft and add the correct building power kindofs and coding aswell.
There might be issues with spawning a building inside a building tho and pathfinding etc.

in its current form a emp will kill it probably, but it will respawn after a sertain time.
See the spawm module in the SW building, you can always add a resist emp kindof otherwise
-->


            <SlavedUpdate
                id="ModuleTag_SlavedUpdate"
                LeashRange="1"
                GuardMaxRange="1"
                GuardWanderRange="1"
                AttackRange="0"
                UseSlaverAsControlForEvaObjectSightedEvents="false" />
            
            <SlowDeath
                id="ModuleTag_Death"
                DestructionDelay="3s"
                Fade="true"
                FadeTime="3s">
                <DieMuxData
                    DeathTypes="ALL" />
            </SlowDeath>
            
            <Physics
                id="ModuleTag_Physics" />
        </Behaviors>
        <AI>
            <JetAIUpdate
                id="ModuleTag_JetAIUpdate"
                AutoAcquireEnemiesWhenIdle="NO"
                NeedsRunway="false"
                KeepsParkingSpaceWhenAirborne="false"
                MinHeight="5"
                CirclesForAttack="true"
                >
                <LockonInfo />
            </JetAIUpdate>
        </AI>
        <Body>
            <ActiveBody
                id="ModuleTag_Body"
                MaxHealth="200.0"/>
        </Body>
        <Geometry
            IsSmall="true">
            <Shape
                Type="CYLINDER"
                MajorRadius="5.0"
                Height="5.0"></Shape>
        </Geometry>
        <VisionInfo
            VisionRange="150"
            ShroudClearingRange="20" />
    </GameObject>
 
Edited by Ravendark

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Thanks as always Raven-san

 

I will try it and see how it goes

 

 

However in the behavior where I need to put the SP, what I need to add? Like.. if it ability I won't be able to press it anyway since the dummy is invisible and unprrssable

 

Won't it be more easy to add to it OCL that will spawn the ability on the dummy's death instead?

 

 

Oh also about the EMP thing, I don't mind if it die from emp (it more realistic that scanner won't work if it out of power) but I don't want the dummy to respawned itself automatically after that, I just want the SP to rest itself instead (it already suppose to work that way though) and to let the player to press on the ability again after it ready (in order words to let the player to respawn the dummy manually)

Edited by Egozi44

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Wait.. actually I totally forgot about it..

 

How can I give ability to the SW to spawn the dummy without to show the "I Readyyyyy!" animation?

 

The dummy wont show it's ability button when I select the SW after all correct?

Edited by Egozi44

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Ah i misread that i guess.

 

I thought you would have the button in the playerspellbook (left side power menu).

But if you use it as a unit ability then it won't work like that.

 

if i have some time i might try something (in TW tho). and see what comes out of it.

Edited by Ravendark

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I see, thank, if you could do it when you will have time it will be great

 

I don't mind settle for the playerspellbook (left side power menu) but when it come to the Rift genorator ability (the temporary ion storm that def it) it will look a bit funny

 

Another issue is that I don't sure how to add new SP in KW, last time when we tried it with the Nod's temple ability it didn't worked, sniperwolf08

apprently used iowatyre's help to add that SP (Ironclly iowatyre is partner in the mod I working on xD, only issue is that he don't have time to help anymore cause of RL and he don't seem to be online anywere anymore)

 

 

 

It also come to my attention that both KW and TW have serious exploit/bug that you may want to fix (or already fixed... )

 

I'm talking about the engineer and Cultist exploit, While I know how to do the engineer's one I have no clue how to even trigger the Cultist's exploit but it apprently make them stealthed when it been trigger (not that you really mind since that unit if from KW xD) (Oh yea... if anyone here know how to trigger the Cultist's exploit please PM me how to do it, I can't try to fix something I don't know how to trigger, and the Cultist's xml don't show any leads)

 

 

The engineer exploit however it really gamebreaker, I won't say how to do it here for the sake of not exposing it (GameReplays tried their best to hide it from users to decrease the number of cheaters)

But I can PM to any one who think he/she can help me fix it, (I assuming that you at least aware of that bug for years but nothing been wrote on the stone yet xD)

 

I think that you, Stygs, and Megumi, (and the rest of the pro modders that aren't active anymore or I'm not aware of) are the only ones who can fix it

 

I had idea of adding to the engi ability the "teleport" + false code line but UOP 1.03 creator told me that his idea (which sound better) was to reworking the capture logic but it will be with some drawbacks (he don't have interest in fix it though so don't get any hopes)

 

 

Anyway it not related to the topic but I thought that someone here may be able to help me fix it/fix it by himself, that bug is really critical and work on any TW and KW ver (included the xbox ver)

 

Any help will be appreciated

Edited by Egozi44

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