ztz2019 1 Posted June 9, 2016 (edited) In my former TW mod, I tried to give the Heroine sniper a SP weapon which DeathTypes="Extra_02", and then give some of the vehicle units with special DieMuxData->DeathTypes="Extra_02", to let those units have an SP OCL_Die to create a Husk, which this kind of Husk could be captured by Engineer.But it not the real empty-driver vehicle which like ZH or RA3, I have to build every new Husk for the vehicle, and now I begin to KW modding, it will be very very complex to do like before. Edited February 28, 2017 by ztz2019 Share this post Link to post
Nmenth 291 Posted June 9, 2016 He didn't say he gave the sniper the heroin, the sniper apparently already had the heroin and he just gave it a weapon. Probably not the wisest move... 1 Share this post Link to post
Ravendark 46 Posted June 10, 2016 (edited) TibCrystal Meth all the way for that viceroid inducing trip! Ra3 natasha uses the paralyses nugget in her weapon that has a UNMANNED paralysis type ...tw/kw doesn't have that condition as i assume it is hard coded in RA3 to remove the pilot/set ownership. In TW you could modify the basevehicle and inherit the other vehicles to achieve your effect. At first glance i can't think of a quick and easy way of achieving the vehicle snipe. The jarmen kell Kill_pilot damagetype nor the unmanned paralysis option don't exist in tw/kw. Edited June 10, 2016 by Ravendark Share this post Link to post
Ravendark 46 Posted June 10, 2016 There is also a stealunit module, you might want to fiddle with, it works based of the attach update..so you might want to try to spawn a dummy from a weapon ocl that has the stealunit module and set it to attach to nearest vehicle. Share this post Link to post
ztz2019 1 Posted June 13, 2016 It's Heroine Sniper, the woman heroic sniperΣ(っ °Д °っ, not drug(*°ω°*)ノ". Well, could Raven tell clearly how? The dummy unit is still your unit and you sure it won't let vehicle straightly be yours? Share this post Link to post
Ravendark 46 Posted June 13, 2016 Well, could Raven tell clearly how? The dummy unit is still your unit and you sure it won't let vehicle straightly be yours? The stealunitmodule probably will "convert" it to your side without a capture mechanic. So if you really don't want that you might want to stay away from that module..if it still works at all that is, i never tried it. It was just a suggestion. There are probably a bunch of ways to "capture" a vehicle. For your "empty" vehicle + soldier/engineer capture... Although a bit of work , spawning objects might be the easiest way. You could probably do all the spawning trough lua triggered by a luaevent nugget from the sniper weapon, it would still mean adding the appropriate lua segments to individual units i imagine. Another option is just having your sniper fire a permanent paralyse + USER_PARALYZE option. Then use that objectstatus as a requirement in a specialweapon on your engineer, consider the special power build up like the avatar specialpower, where you put a rangefinding/trigger weaponslot that triggers a dispatch special power into multiple specialpowers with object filters for every vehicle. Engineer target vehicle with paralyse status, then goes in range and fires a specialpower dependand on the vehicle itself that basicly does a replace self of the engineer into that vehicle and destroys the targeted vehicle(clean up). Share this post Link to post
ztz2019 1 Posted June 13, 2016 The stealunitmodule probably will "convert" it to your side without a capture mechanic. So if you really don't want that you might want to stay away from that module..if it still works at all that is, i never tried it. It was just a suggestion. There are probably a bunch of ways to "capture" a vehicle. For your "empty" vehicle + soldier/engineer capture... Although a bit of work , spawning objects might be the easiest way. You could probably do all the spawning trough lua triggered by a luaevent nugget from the sniper weapon, it would still mean adding the appropriate lua segments to individual units i imagine. Another option is just having your sniper fire a permanent paralyse + USER_PARALYZE option. Then use that objectstatus as a requirement in a specialweapon on your engineer, consider the special power build up like the avatar specialpower, where you put a rangefinding/trigger weaponslot that triggers a dispatch special power into multiple specialpowers with object filters for every vehicle. Engineer target vehicle with paralyse status, then goes in range and fires a specialpower dependand on the vehicle itself that basicly does a replace self of the engineer into that vehicle and destroys the targeted vehicle(clean up). The 1st engineer sound like the way of TE mod hijacker. It's complex in KW.2nd replace way, am I need to give every vehicle a SP diemuxdata? Cuz Wrath seems can't support inherit function. Share this post Link to post
Ravendark 46 Posted June 13, 2016 (edited) Its not complex, it just means copy pasting alot and setting up the files correctly...it is just alot of work in WE because you can't use inherits. The second way is alot more complex. you basicly setup a SP chain like the avatar does for its grab upgrades from nod vehicles. Except instead of uses a grant upgrade specialpower to end it with, you just have a fireweaponability kill the target vehicle, and either your capturing unit aswell and spawn a copy of that vehicle under your control. or have your capturing unit use a replace self SP into the correct vehicle. You don't need any special diemux status or whatever. you either just spawn a ocl with the correct vehicle or replaceself your "vehicle thief" into the correct vehicle Edited June 13, 2016 by Ravendark Share this post Link to post
ztz2019 1 Posted June 14, 2016 Its not complex, it just means copy pasting alot and setting up the files correctly...it is just alot of work in WE because you can't use inherits. The second way is alot more complex. you basicly setup a SP chain like the avatar does for its grab upgrades from nod vehicles. Except instead of uses a grant upgrade specialpower to end it with, you just have a fireweaponability kill the target vehicle, and either your capturing unit aswell and spawn a copy of that vehicle under your control. or have your capturing unit use a replace self SP into the correct vehicle. You don't need any special diemux status or whatever. you either just spawn a ocl with the correct vehicle or replaceself your "vehicle thief" into the correct vehicle So still no real way to make a totally neutral unit by so called pilot-killing weapon. ಥ_ಥ Share this post Link to post
Ravendark 46 Posted June 14, 2016 Jarmen kell's sniper doesn't make neutral units, natasha doesn't make neutral units. [Neutral] is a side, with a default rgb team color, no starting units, lacking any skirmish ai coding and no map scripts for most of the time. PlayerTemplate FactionNeutral Side = Neutral PlayableSide = No StartMoney = 0 PreferredColor = R:192 G:192 B:192 PreferredCampaignRadarColor = R:192 G:192 B:192 IntrinsicSciences = None DisplayName = INI:FactionNeutral ScoreScreenImage = MutiPlayer_ScoreScreen LoadScreenMusic = TEMP_RAM_Music360_LoadScreen ; If you change this, remember it must be a RAM-based (no-stream) piece of music IntelDBMusic = Music_BaseBuilding_Unknown End Spawning a neutral, gdi, nod, usa, gla or micky freakin mouse faction vehicle...does all the same...it behaves to its ai scripting and you still can or can't enter it/capture it depending on the coding that allows it. You DO NOT want to spawn a neutral unit...it is as useless as a dick in a lesbian bar. You can probably set the faction with a ocl. Still won't let you enter/capture that 'neutral' vehicle. <xs:attribute name="DestinationPlayer" type="xs:string" use="optional" /> Natasha's weapon paralyses the unit permanently with a hard coded PARALYSE_UNMANNED status that triggers a housecolor clear, and basically enables a special version of a contain module...it is a hardcoded engine thing. Same for Jarmen Kell, except he uses the KILL_PILOT damagetype. It is like magic show...the hawt assistant doesn't get crushed in the box...she escapes/hides byway of a hidden trapdoor. And it is her twin sister that appears on the stairs behind the audience. She doesn't teleport, doesn't die. To replicate the effect you need to create a visual illusion of it. Disable original vehicle, destroy/replace it with one of your own. Maybe there is some script in scripts.ini that can swap player control over a object and you might be able to short cut it with lua....any other way means working the xml's. Share this post Link to post
ztz2019 1 Posted June 15, 2016 (edited) Jarmen kell's sniper doesn't make neutral units, natasha doesn't make neutral units. [Neutral] is a side, with a default rgb team color, no starting units, lacking any skirmish ai coding and no map scripts for most of the time. PlayerTemplate FactionNeutral Side = Neutral PlayableSide = No StartMoney = 0 PreferredColor = R:192 G:192 B:192 PreferredCampaignRadarColor = R:192 G:192 B:192 IntrinsicSciences = None DisplayName = INI:FactionNeutral ScoreScreenImage = MutiPlayer_ScoreScreen LoadScreenMusic = TEMP_RAM_Music360_LoadScreen ; If you change this, remember it must be a RAM-based (no-stream) piece of music IntelDBMusic = Music_BaseBuilding_Unknown End Spawning a neutral, gdi, nod, usa, gla or micky freakin mouse faction vehicle...does all the same...it behaves to its ai scripting and you still can or can't enter it/capture it depending on the coding that allows it. You DO NOT want to spawn a neutral unit...it is as useless as a dick in a lesbian bar. You can probably set the faction with a ocl. Still won't let you enter/capture that 'neutral' vehicle. <xs:attribute name="DestinationPlayer" type="xs:string" use="optional" /> Natasha's weapon paralyses the unit permanently with a hard coded PARALYSE_UNMANNED status that triggers a housecolor clear, and basically enables a special version of a contain module...it is a hardcoded engine thing. Same for Jarmen Kell, except he uses the KILL_PILOT damagetype. It is like magic show...the hawt assistant doesn't get crushed in the box...she escapes/hides byway of a hidden trapdoor. And it is her twin sister that appears on the stairs behind the audience. She doesn't teleport, doesn't die. To replicate the effect you need to create a visual illusion of it. Disable original vehicle, destroy/replace it with one of your own. Maybe there is some script in scripts.ini that can swap player control over a object and you might be able to short cut it with lua....any other way means working the xml's. I know neutral is a faction side, I mean empty just like husk and enemy won't attack.And in fact a dick or a dildo is very useful for lesbians as long as you pretty like girl enough.~(≧▽≦)~ Well, why am i always getting off the topic?_(:з」∠)_ Edited June 15, 2016 by ztz2019 1 Share this post Link to post
Ravendark 46 Posted June 15, 2016 And in fact a dick or a dildo is very useful for lesbians as long as you pretty like girl enough.~(≧▽≦)~ I should've used a apples and oranges comparison metaphor instead. Share this post Link to post