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Madin

OCL structure placement rotation?

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I am wondering if they is a way to adjust the direction that a structure faces when deployed by a special power (ie Scrin lightening spike) in a similar manner to how you can rotate the direction a conyard built structure is facing before placement?

 

Even if this was done by rotating the special power placement decal, that would do, or some other work around.

 

I cannot remember if anything like this was done in other SAGE games, although I know that BFME had some rather large summon structures.

Edited by Madin

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What about the other way around, creating a special power via building an ocl extender dummy which inherits the angle from the preplacement? Else I can only think of a solution which involves two button actions.

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What about the other way around, creating a special power via building an ocl extender dummy which inherits the angle from the preplacement?

So that would be an object built from the Conyard\crane, that is placed and then spawns the actual structure? I was hoping for a solution that used only the Player power buttons.

 

Else I can only think of a solution which involves two button actions.

What is your solution if I may ask?

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So that would be an object built from the Conyard\crane, that is placed and then spawns the actual structure? I was hoping for a solution that used only the Player power buttons.

 

Yes that was my idea. I replaced most of my special powers with "structure build" buttons. The special powers then have a seperate menu as an aircraft tab menu. That also solves the bugs/problems that appear if you have too many specialpower buttons at once.

 

 

What is your solution if I may ask?

 

The solution I meant is not practicable right now, as it involves some hundred lines of lua code of a positional tracking system and other stuff I made. My idea is to choose an initial spawn position and with a second position selection you choose the direction. Then you calculate the angle and based on that spawn an ocl extender whch provides the desired object with angle. I will release the mod behind and full source code maybe this year, so stay tuned.

 

Whatever you do, a workaround wil require some form of a reference point, as I cannot think of any native way manipulating the special powers activation behaviour.

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From the top of my head:

 

Multitarget special power...you can spawn 2 objects , you can use the multiple click mechanic to define a start and end position between them? Have them fire/lua at eachother triggering a replaceself sp maybe or so?

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Ravendark is back!

Great timing my friend!

 

That sounds complex, but is something to look into.

 

I was also wondering about the code behind the Nod hub defences. If it is possible to have the secondary structure rotated, I could have the OCL spawn a dummy hub that has a single slave structure (ie the actual building), that has a very short placement range.

That is just an idea, and knowing C&C3, it is probably not possible to rotate the slave structure in a hub type set-up, only the actual hub.

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used a multi target specila power for a airstrike way back, it was based of the the nod dcoy army special power. You can trigger 2 different specialpowers with it...have each sp spawn a dummy object and have the first fire something at the second dummy...you can use the fire direction to spawn a weapon ocl that aligns a ocl object with the fire direction

 

<MultiplePowersTargetedPowerButton id="SpecialPowerCloneObjectSpawn" RadiusCursor="TargetingDecalDecoyArmy">

<State Description="DESC:PlayerPowerDecoyArmy" TypeDescription="TYPE:PlayerPowerDecoyArmy" Title="NAME:PlayerPowerDecoyArmy" Image="Button_PlayerPowerDecoyArmy"/>

<AdditionalSpecialPowerTemplate>SpecialPowerCloneObjectSelect</AdditionalSpecialPowerTemplate>

<AdditionalSpecialPowerTemplate>SpecialPowerCloneObjectSpawn</AdditionalSpecialPowerTemplate>

<AdditionalRadiusCursor>TargetingDecalDecoyArmy</AdditionalRadiusCursor>

<AdditionalRadiusCursor>TargetingDecalDecoyArmy2</AdditionalRadiusCursor>

</MultiplePowersTargetedPowerButton>

and my slightly adjusted airstrike power i was testing with:

<MultiplePowersTargetedPowerButton id="SpecialPower_OSR_A10BombingRun" RadiusCursor="TargetingDecalOSR_A10">

<State Description="DESC:PlayerPowerDecoyArmy" TypeDescription="TYPE:PlayerPowerDecoyArmy" Title="NAME:PlayerPowerDecoyArmy" Image="Button_PlayerPowerDecoyArmy"/>

<AdditionalSpecialPowerTemplate>SpecialPower_OSR_A10BombingRun</AdditionalSpecialPowerTemplate>

<AdditionalSpecialPowerTemplate>SpecialPower_OSR_Tier2A10BombingRun</AdditionalSpecialPowerTemplate>

<AdditionalRadiusCursor>TargetingDecalDecoyArmy</AdditionalRadiusCursor>

<AdditionalRadiusCursor>TargetingDecalDecoyArmy2</AdditionalRadiusCursor>

</MultiplePowersTargetedPowerButton>

You get the idea i think.

 

im currently in the proccess of a reinstall of my pc, so half my tools and software isnt working (yet) else i would work something out and give you a hand with it. But im pretty confidant its doable from a special power perspective.

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Thanks for the detailed info, I will take this into consideration when I am ready to code the special power!

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I was also wondering about the code behind the Nod hub defences. If it is possible to have the secondary structure rotated, I could have the OCL spawn a dummy hub that has a single slave structure (ie the actual building), that has a very short placement range.

That is just an idea, and knowing C&C3, it is probably not possible to rotate the slave structure in a hub type set-up, only the actual hub.

 

 

 

Each slave structure can indeed be rotated, however, Hub that is spawned from an OCL will not provide the option to deploy the slave turrets! (only the hub will deploy).

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You could try to use the wallsegment build coding to do a direction like effect after you spawn the hub...but that involves a 2 step process and you can prob forget any kind of ai usability.

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used a multi target specila power for a airstrike way back, it was based of the the nod dcoy army special power. You can trigger 2 different specialpowers with it...have each sp spawn a dummy object and have the first fire something at the second dummy...you can use the fire direction to spawn a weapon ocl that aligns a ocl object with the fire direction

 

<MultiplePowersTargetedPowerButton id="SpecialPowerCloneObjectSpawn" RadiusCursor="TargetingDecalDecoyArmy">

<State Description="DESC:PlayerPowerDecoyArmy" TypeDescription="TYPE:PlayerPowerDecoyArmy" Title="NAME:PlayerPowerDecoyArmy" Image="Button_PlayerPowerDecoyArmy"/>

<AdditionalSpecialPowerTemplate>SpecialPowerCloneObjectSelect</AdditionalSpecialPowerTemplate>

<AdditionalSpecialPowerTemplate>SpecialPowerCloneObjectSpawn</AdditionalSpecialPowerTemplate>

<AdditionalRadiusCursor>TargetingDecalDecoyArmy</AdditionalRadiusCursor>

<AdditionalRadiusCursor>TargetingDecalDecoyArmy2</AdditionalRadiusCursor>

</MultiplePowersTargetedPowerButton>

and my slightly adjusted airstrike power i was testing with:

<MultiplePowersTargetedPowerButton id="SpecialPower_OSR_A10BombingRun" RadiusCursor="TargetingDecalOSR_A10">

<State Description="DESC:PlayerPowerDecoyArmy" TypeDescription="TYPE:PlayerPowerDecoyArmy" Title="NAME:PlayerPowerDecoyArmy" Image="Button_PlayerPowerDecoyArmy"/>

<AdditionalSpecialPowerTemplate>SpecialPower_OSR_A10BombingRun</AdditionalSpecialPowerTemplate>

<AdditionalSpecialPowerTemplate>SpecialPower_OSR_Tier2A10BombingRun</AdditionalSpecialPowerTemplate>

<AdditionalRadiusCursor>TargetingDecalDecoyArmy</AdditionalRadiusCursor>

<AdditionalRadiusCursor>TargetingDecalDecoyArmy2</AdditionalRadiusCursor>

</MultiplePowersTargetedPowerButton>

You get the idea i think.

 

im currently in the proccess of a reinstall of my pc, so half my tools and software isnt working (yet) else i would work something out and give you a hand with it. But im pretty confidant its doable from a special power perspective.

I tried this, but I cannot get one dummy to fire on the other!

 

Wall hub has too many issues.

Edited by Madin

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