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Old 12-18-2003, 01:52 PM   #1 (permalink)
2312222
Senior Member
 
Join Date: Jul 2003
Location: Germany
Posts: 303
Default OverlordContain Logic / Multiple Addons

Hi!

As you might guess I am messing around with the Overlord's INI entries because I am trying to create a new unit that will be able to "transport" two upgrades. Sounds easy in theory but seems to be very tricky.

My problems are:

1. I am only able to make one of the two upgrades show up in game. That means that only one of the 2 turret "addons" is actually drawn. The other one isn't there, but the unit fires the weapon associated with this "invisible" upgrade. I think this might be a hard-coded limitation of the OverlordContain Logic, but I am not quite sure.

2. One of the Upgrade is a second turret that is mounted on the unit's original turret. The problem is that the added turret turns around completely senseless and often in the opposite direction of the target when the unit engages an enemy. The unit itself is "aligned to world", the bones are, the addon turret itself is aligned correctly and the bones are linked to the chassis. IMO this should be correct. Nevertheless the second addon turret isn't working properly.

These are the INI entries for my new "overlord-like" tank.

Code:
  Behavior = TransportAIUpdate ModuleTag_04
    Turret
      TurretTurnRate = 180   ; turn rate, in degrees per sec
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
Code:
 Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
    Slots                 = 2
    DamagePercentToUnits        = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PassengersInTurret = No ;
  End

  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_T90MG
    TriggeredBy   = Upgrade_RussiaT90MG
    ;ConflictsWith = nothing!
  End
  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_T90MD
    TriggeredBy   = Upgrade_RussiaT90MD
    ;ConflictsWith = nothing!
  End
  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 2; So you can't build multiple upgrades in the same frame
  End
  Behavior = CommandSetUpgrade ModuleTag_11
    CommandSet = RussiaTankT90MGCommandSet
    TriggeredBy   = Upgrade_RussiaT90MG
    ;ConflictsWith = nothing!
  End
  Behavior = CommandSetUpgrade ModuleTag_12
    CommandSet = RussiaTankT90MDCommandSet
    TriggeredBy   = Upgrade_RussiaT90MD
    ;ConflictsWith = nothing!
  End
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