07-10-2005, 07:02 PM
|
#15 (permalink)
|
|
Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
|
This was origonally posted by WarAddict in the wrong topic:
Quote:
Right, next step, first code your OCL for the activated gate, like so...
Code:
ObjectCreationList OCL_CreateActivatedGate
CreateObject
ObjectNames = ActivatedGate
Disposition = LIKE_EXISTING
End
End
Add the above code to the ObjectCreationList.ini, make sure your activated gate object is named 'ActivatedGate' like above.
Next you'd want to put this on your default, non-activated portal.
Code:
Behavior = CreateObjectDie ModuleTag_11
CreationList = OCL_CreateActivatedGate
TransferPreviousHealth = Yes
End
What that will do is on destruction the unactivated gate will OCL the activated gate right in the same position, at the same angle.
Make sure your default unactivated gate has no death effects modules, e.g. 'slowdeathbehavior' or 'instantdeathbehavior', this is so that the activation will not seem like you're destroying the gate.
To just clarify, your default gate will have the specialised armour, no destruction effects and the above CreateObjectDie module. Your activated gate will have the CaveContain module (as above in my first post), completely invincible armour (that is 0% for even the specialised activation damagetype, for now we won't bother with reactivatilon), and it will also have an extremely long range weapon that uses the special reserved damagetype (HACK is one).
Both gates with be revealed, using this code...
Code:
ShroudRevealToAllRange = 5
Put that anywhere you like in the object code.
Make sure all units have a shorter ranged weapon that uses the specialised damagetype.
|
|
|
|