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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Comanche Portable_Turret Problem. Its firing when stealthed!

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

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Old 06-26-2009, 01:49 PM   #1 (permalink)
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Default Comanche Portable_Turret Problem. Its firing when stealthed!

Greetings to all. I had a problem. I did to the helicopter 4 weapons (3 by the helicopter and 1 on portable_structure) and have come across such problem. When I do an upgrade on invisibility of the helicopter - portable_structure as is the passenger attacks and if there is block StealthForbiddenConditions = RIDERS_ATTACKING opens invisibility of this helicopter.
If to clean this block - that a gun-passenger will shoot, remaining invisible.

Question such - whether it is possible to forbid for a gun-passenger to shoot, when transport is invisible?
In other words - how to make invisible garrison which does not attack if the garrison is invisible?
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Old 06-27-2009, 03:26 AM   #2 (permalink)
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why using portable structure and don't put the weapon in the comanche by upgrade?
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Old 06-27-2009, 07:39 AM   #3 (permalink)
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Default 4 Weapons need

At me three weapons at the helicopter:
1) rockets anti-tank
2) uncontrollable rocket shells (RocketPod)
3) scout drone launcher
And the gun is responsible for a machine gun.

* Mod Contra
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Old 06-27-2009, 07:24 PM   #4 (permalink)
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Try to give tyhe turret a stealth module that is triggered by the same upgrade that stealths the helicopter, then buy the helicopter stealth upgrade before you buy the turret upgrade so that the helicopter is already stealthed when you build the turret upgrade. Hopefully this will make the turret also stealthed (or try the other way round, buy turrent first then buy stealth and see which one works), then in the turret AI module make sure autoacquire line does not have Stealthed.

Another way to try is to delete the stealth modules from the helicopter and use the stealth upgrade to instead trigger an ObjectCreationUpgrade module in the helicopter that OCLs a GPS scrambler object that grants stealth to the helicopter and the turret at the same time. Not sure if you can make GPS scrambler invisible marker affect aircraft though. Look at it's code and see if you can.

Last edited by beng; 06-27-2009 at 07:27 PM..
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Old 06-28-2009, 06:50 AM   #5 (permalink)
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I tried to do by the first way - all well, but turret considers myself as garrison, and on garrison the invisibility upgrade does not extend. In it also there is a basic problem. If the gun existed separately from the helicopter - that it would help. And as it is a passenger it all the same will shoot from within garrison. If to a gun to put AutoAcuaire No - it will not shoot in general and if Yes - that always shoots, even when the helicopter is invisible.

Can eat other variants? Can - to transfer one of 4 weapons in turret? (There is a problem that rockets and a machine gun should be in the comanche weaponset, and RocketPod and Scout Launcher - Special Abilites, are caused by means of buttons in the helicopter commandset. If it was possible turret to make Scout Launcher that on it operated CommandButton - it would be healthy, the machine gun could be made as AltTurret, primary turret - is comanche chassis and antitankmissiles control.
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Old 06-30-2009, 05:40 PM   #6 (permalink)
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Stealthed things always autoacquire when garrisoned, there doesn't seem to be a way around it.

For autoacquire settings try No NotWhileAttacking (like scud launcher and nuke cannon), then it will only autoacquire when attacking.
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Old 07-02-2009, 08:11 AM   #7 (permalink)
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how if you make the drone launcher weapon is a special power OCL, so you can put all three weapons in the weapon slots.
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Old 07-02-2009, 03:08 PM   #8 (permalink)
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Yes that is a very good idea. Use the special power for helix napalm bomb if you want it to just make a scout drone (ie it drops a drone instead of a napalm bomb), or use the ENUM from the radar van scan or similar power to make a new special power if you need to pass a location to the weapon.

See for example this test mission in which black lotus can fire 7 weapons using special power:

BlackLotus firing seven weapons map.ini - CnCMaps Map Editing Forums
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