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EliteGi
04-21-2007, 02:50 PM
I'm making a little map mod right now, but have put quite a lot of work into the mod now, so much that it could be made into a mod of its own. There's just a few road blocks I've run into (rock patch isn't an option (yet) though);

Can the range of garrisoned weapons be extended? It seems like they are hardcoded at 6 cells, I've tried just about everything here.

Is there anyway to make a weapon attack cursor the same as the nuke missile special attack cursor?

I'm also trying to make the kirov drop it's bomb (now has mininukes) when deployed. But I can't get it to shoot when deployed. I've tried going by the desolator and yuri deploy logic but have had no luck.

Any help here is great. I'm most concerned about the garrison range, as because all infantry can garrison buildings with their own weapons now, a lot of the game balance (such as range of tank weaponry) relies on the range of garrisoned weapons. I hate the word garrison.

Cheers!

Fenring
04-21-2007, 08:43 PM
Can the range of garrisoned weapons be extended? It seems like they are hardcoded at 6 cells, I've tried just about everything here.
That's because the combat range is hardcoded. Find the [CombatDamage] section; change OccupyWeaponRange and that should do it. However, keep in mind that this is global for every unit. Snipers losing range doesn't make much sense.

Is there anyway to make a weapon attack cursor the same as the nuke missile special attack cursor?
It's possible but it's not very easy. You'd have to change the two tag-customizable cursors (C4 and Mig attack) in the mouse file. And the nuclear missile cursor has to have the same amount of frames as the existing one. So, in theory, yes, it can be done but it isn't very practical.

I'm also trying to make the kirov drop it's bomb (now has mininukes) when deployed. But I can't get it to shoot when deployed. I've tried going by the desolator and yuri deploy logic but have had no luck.
[DESO] is a hardcoded entry but what that actually does is unknown at this time and Yuri's mind blast is a Deployer weapon, which must be a secondary. You need Deployer=yes and DeployFire=yes for this to work.

EliteGi
04-21-2007, 10:52 PM
Thanks for the reply Fenring, 'tis appreciated. I've tried changing the OccupyWeaponRange before along with a bunch of other stuff but I'm getting a feeling here that I put it in [General], so I'll give it another try just incase.

The cursor customization sounds way out of my league to be honest, I'll leave that one alone to avoid headache then.

I'll play around with the kirov a little more then, and hopefully I'll get the deploy weapon working. I remember before I could make it deploy but all it would do is make it shoot continuously as it moved, which looked cool but isn't acceptable in combat really. I'm happy with the Kirov now though and a deploy capability would top it off as one of my favourite units now.

I'll try these then and hopefully (depending on university work) I'll have the map (more of a mod) done in a few weeks. All's left is the hardest challenge of all, the Yuri side. I'll post it up here when it's done (or post it if I don't finish it for some reason). Cheers Fenring. :)

nuker7735
04-22-2007, 05:18 PM
Lol, i remember i did something once like your nuke cursor idea, but i made it so that evry time you command-click for a unit a lightning bolt came down. That got some interesting responses i online games =p

EliteGi
04-29-2007, 03:49 PM
OK some more progress has been made with the map. I did put the OccupyWeaponRange in the [General] section before, like the dunce I am. But I cannot get the kirov to drop its payload when deployed. Here's the code:

[BlimpBomb2]
Damage=750
Burst=1
ROF=300
Range=1
CellRangefinding=yes
Projectile=BlimpBombP
Speed=25
Warhead=BlimpHE2
Report=KirovAttack
OmniFire=yes
RadLevel=350
AreaFire=yes
FireOnce=yes

[ZEP]
Primary=BlackHawkCannon3;(temporary for testing)
Secondary=BlimpBomb2
Prerequisite=NAWEAP;,NATECH (testing)
Cost=250; (testing)
Soylent=2500
Strength=3000
Points=100
Sight=10
PipScale=Ammo
Ammo=5
InitialAmmo=5
Reload=450
ReloadIncrement=1
JumpjetSpeed=3
JumpjetClimb=5
JumpjetCrash=15
JumpJetAccel=1
JumpJetTurnRate=1
JumpjetHeight=1400
JumpjetWobbles=.01
JumpjetDeviation=1
ElitePrimary=BlackHawkCannon3E;(temporary for testing)
EliteSecondary=BlimpBomb2E
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,FASTER,RADAR_INVISIBLE
Deployer=yes
DeployFire=yes

Any help here is great, it's been a pain in the arse for me!

Fenring
04-29-2007, 04:13 PM
http://modenc.renegadeprojects.com/Ammo
Some information on ammo.

If you don't mind my asking, what exactly are you trying to do with the deploying Kirov?

EliteGi
04-29-2007, 11:40 PM
The ammo works fine now. But since it drops nukes, it would be much better to micro if it could deploy to hurt things within its cell range instead of having to force fire the ground. I posted the code just incase I missed something obvious which someone else could see. :)