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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-28-2003, 03:12 PM   #1 (permalink)
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Default Stealth Attacking Questions...

Ok...I made a base defense that is stealthed when not attacking. The problem is that since it is stealth, it will not automatically target enemy units without being 'told' to. Anyone know of a way I might be able to get around that?
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Old 06-28-2003, 03:41 PM   #2 (permalink)
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have a look at the pathfinder it shoots without being told to
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Old 06-28-2003, 05:14 PM   #3 (permalink)
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Yeah...but the problem with that is....the pathfinder stays stealth while attacking, as stated. I don't want my troop to. I think since the forbidden condition is 'attacking' that it won't automatically target enemies.
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Old 06-28-2003, 05:27 PM   #4 (permalink)
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Didn't work. I even did this...

Behavior = AIUpdateInterface ModuleTag_06

AutoAcquireEnemiesWhenIdle = Yes Stealthed
MoodAttackCheckRate = 250
End
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Old 07-10-2003, 07:25 PM   #5 (permalink)
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Default this should work if you havent already found out

well ive got a mirage tank that is stealthed only when standing still and it auto attacks. i just have

AutoAcquireEnemiesWhenIdle = Yes

somewhere along the lines and it seems to work
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Old 07-10-2003, 08:39 PM   #6 (permalink)
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does it reveal itself when it attacks though?
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Old 07-10-2003, 11:18 PM   #7 (permalink)
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I did the same witht he crusader just to see if it would work and i got it to work. send me the ini and i can do it for you
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Old 07-14-2003, 05:52 PM   #8 (permalink)
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Hey JMB, I didn't see an addy or anything...but here's the ini info...

; ***DESIGN parameters ***
DisplayName = OBJECT:PillBox
Side = Shade
EditorSorting = STRUCTURE
Prerequisites
Object = ShadeBarracks
End
BuildCost = 500
BuildTime = 15.0 ; in seconds
EnergyProduction = 0
WeaponSet
Conditions = None
Weapon = PRIMARY PillWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY VEHICLE INFANTRY
ShareWeaponReloadTime = Yes
End
VisionRange = 360.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaPatriotBatteryCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level





; *** AUDIO Parameters ***
VoiceSelect = PatriotBatterySelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_04
MaxHealth = 1000.0
InitialHealth = 1000.0
End

Behavior = StealthUpdate ModuleTag_05
StealthDelay = 2000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY
HintDetectableConditions = IS_FIRING_WEAPON
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 100.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Behavior = StealthDetectorUpdate ModuleTag_06
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End

Behavior = BaseRegenerateUpdate ModuleTag_07
;No data
End
Behavior = AIUpdateInterface ModuleTag_08
Turret
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
NaturalTurretPitch = 45
GroundUnitPitch = 40
MinPhysicalPitch = -20
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End

AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon
MoodAttackCheckRate = 250
End

Behavior = AssistedTargetingUpdate ModuleTag_09
AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon
AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip.
LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me
LaserToTarget = PatriotBinaryDataStream ; Stream to draw from me to the target
End

Behavior = DestroyDie ModuleTag_11
;nothing
End

Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureTinyDeath
End

Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = CYLINDER
GeometryMajorRadius = 12.0
GeometryMinorRadius = 1.0
GeometryHeight = 14.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End
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