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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 04-07-2003, 10:37 AM   #1 (permalink)
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Default Let a Unit creating a marker

Hi folks,

this thread should be used to find out, how to solve my problem.

First... i created some kind of "SpecialAbility"-Mod or better i'm working on it. Means that i've coded 3 Superweapons for each side. They must be developed first before player can use them. If some SW is developed... the Special Unit of Each side (Burton, BlackLotus, Jarmen) are able to use them.

So, now my Problem begins.... f e.g. Burton activates the CarpetBomb.. he could place the Cursor everywhere he wants without moving. Thats not in my mind...
I want Burton to go to the Target Pos an place some kind of marker there. Even finished he flees some feet. After that the CarpetBomb should be activeted!

in coder language... he should use the SW as special ability... placing some object (e.g. a beacon, which has a delay for the SW)

there are some equal things in the game...
e.g. the SupplyDropZone is a kind of Object which ahs an 2 mins delay for the SW CrateDrop!
And with his DemoChages he places some kind of object..

now i have to combine them, but it does not even work....

perhaps... anyone here, who can "develop" it!

Thx Mac
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Old 04-07-2003, 10:45 AM   #2 (permalink)
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A bit like the bearded Russian guy in Yuri's Revenge with his migstrike?

I think I saw a topic on some forum, which was about this problem... Can't remember where, though, I'll have a look..
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Old 04-07-2003, 11:43 AM   #3 (permalink)
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What if you just change the command button so the instead of NEED_TARGET_POS

it has NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT instead?

Combine that with the code for creating the c4 object and you have it made.

Should do it anyway.
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Old 04-07-2003, 11:56 AM   #4 (permalink)
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f i change this kind of Option, i have to "Attack" a unit or builind with my CarpetBomb or not?

Otherwise... if you activate the carpet bomb by clicking the commandbutton, Burton should place an object, which is a kind of Marker.....

with your explains... i have to target an object to activate the SW.. but there is no before......

MAC
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Old 04-07-2003, 12:49 PM   #5 (permalink)
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Then have him create a marker (the beacon would work) at his location.

The marker would then automatically call on the superweapon code.

You want it to be like in Renegade right?

i mess around with it and see what I come up with. Could be a useful code to have.
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Old 04-07-2003, 12:51 PM   #6 (permalink)
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What he sid WILL work, hell, you could even give it a nice little digital timer , just make sure to set the deletion module to delete it after the SW has been called in
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Old 04-07-2003, 01:00 PM   #7 (permalink)
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really,

perhaps.. someone can post some code??

then i'll try it myself.. and when it work.. i'll give you my Mod to test..

MAC
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Old 04-07-2003, 03:47 PM   #8 (permalink)
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Uhhm...that's not that hard...

I have created a code that summons a crusader by plane (get parachuted) when you build it from the WarFactory.

The way it works (I'll be brief), is that you actually build an invisible object. That object destroys itself after a certain time (time it takes to summon the crusaderdrop). The object summons the cursaderdrop, basically the way the supply dropzone does (with a timedelay).

As such, this code is basically EXACTLY what you need. You'll just have to modify the C4 charges of Burton with the code presented to get a new code that'll do what you want... Well, you actually only need to fill in the proper names, but that's it (and you'll just have Burton attach the C4 "beacon" perhaps?).

Quote:
CommandButton stuff (regular C4 code)
CommandButton Command_ColonelBurtonTimedDemoCharge
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityColonelBurtonTimedCharges
Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT
TextLabel = CONTROLBAR:TimedDemoCharge
ButtonImage = SSTimedDemo
CursorName = PlaceTimedCharge
InvalidCursorName = PlaceChargeInvalid
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo
UnitSpecificSound = ColonelBurtonVoiceModeTimedCharge
End

SpecialPower stuff
SpecialPower SpecialAbilityColonelBurtonRemoteCharges
Enum = SPECIAL_REMOTE_CHARGES
ReloadTime = 0 ; in milliseconds
PublicTimer = No
End

FactionUnit stuff (custom)
Object CrusaderDrop_InvisibleMarker
; ***DESIGN parameters ***
VisionRange = 0.0
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE

; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_02
MaxHealth = 1
InitialHealth = 1
End

Behavior = DeletionUpdate ModuleTag_04 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 1000 ;MUST be at least equal or higher than the delay given by the OCL beneath
MaxLifetime = 1000 ;(higher could mean multiple instances of the CrusaderDrop though)
End
Behavior = OCLUpdate ModuleTag_25 ; Context window is a reaction to this, no CommandSet ; start tw test
OCL = SUPERWEAPON_CrusaderDrop
MinDelay = 1000
MaxDelay = 1000
CreateAtEdge = Yes ; as opposed to just creating on self
End
End

OCL stuff (using CarpetBomb stuff)
ObjectCreationList SUPERWEAPON_CarpetBomb
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
Payload = CarpetBomb 15
DeliveryDistance = 400
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
Basically, all you need to do, is to match every given code above, with the proper names you want to use. Also, the thing calling for the CarpetBomb is the OCLUpdate and the delay ensures that it takes a while to call in the carpetbomb (even though it also takes time for the plane to come in, it might be best to work with a delay to ensure that it'll take a while...make sure that the "bomb"/beacon dies right after calling in the carpetbomb, otherwise it'll keep repeating the call for a carpetbomb until it dies, which will result in multiple carpet bombs).

That might work for the thing you want...however, the bomb/beacon will just dissappear after the stated time...
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Old 04-07-2003, 04:20 PM   #9 (permalink)
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oh, thats good stuff, i'll teste it before in this good

what i think is missing, is the part where you interact with the invisible marker.... i can code it, but it didnt work to create it and thats code i need.

Mac
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Old 04-08-2003, 03:10 AM   #10 (permalink)
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whohoo thnx a lot copycat!
i've got some thing for you !
As for macVerick got also something for ya ! PM me back please

do you have MSN?

grtz quicksilva
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