i think only deezire can awser this
I'm working with the Spy in ReGeneration and so far the Saboteur code seems to be the most interesting to use for this. I think I know which condition triggers which module:
(activated with FS_POWER KindOf?)
(activated with FS_SUPPLY_DROPZONE KindOf?)Code:Behavior = SabotagePowerPlantCrateCollide SabotageTag_01 BuildingPickup = Yes SabotagePowerDuration = 30000 End
(activated with FS_SUPERWEAPON KindOf?)Code:Behavior = SabotageSupplyDropzoneCrateCollide SabotageTag_02 BuildingPickup = Yes StealCashAmount = 800 End
(activated with COMMANDCENTER KindOf?)Code:Behavior = SabotageSuperweaponCrateCollide SabotageTag_03 BuildingPickup = Yes End
(activated with FS_SUPPLY_CENTER KindOf?)Code:Behavior = SabotageCommandCenterCrateCollide SabotageTag_04 BuildingPickup = Yes End
(activated with FS_FACTORY KindOf?)Code:Behavior = SabotageSupplyCenterCrateCollide SabotageTag_05 BuildingPickup = Yes StealCashAmount = 1000 End
(activated with FS_FAKE KinfOf?)Code:Behavior = SabotageMilitaryFactoryCrateCollide SabotageTag_06 BuildingPickup = Yes SabotageDuration = 30000 End
(activated with FS_INTERNET_CENTER KindOf?)Code:Behavior = SabotageFakeBuildingCrateCollide SabotageTag_07 BuildingPickup = Yes End
But even then I don't know what all of these modules do. They all have BuildingPickup = Yes, but I have no idea what that's for. I'm guessing the power plant and internet center get powered down, and the supply centers have money stolen. But what about the others? Does anyone have any experience with this?Code:Behavior = SabotageInternetCenterCrateCollide SabotageTag_08 BuildingPickup = Yes SabotageDuration = 15000 End
i think only deezire can awser this
Doesn't the Saboteur just power down all the structures except the one's where he takes money?
Well I don't know, I didn't play ZH that much before I started on ReGen. But if that's so, then isn't it a dead giveaway for a fake building if you disable it when you should get money?
^ I enabled them all in ProGen.
They all have BuildingPickup because the modules on the Saboteur are handled in exactly the same way as crate pickups like money - see the Supply Drop Zone crate for another example.
PowerPlantCrateCollide shuts down structures with FS_POWER KindOf.
SupplyDropzoneCrateCollide steals cash from structures with FS_SUPPLY_DROPZONE KindOf (Im sure it also works with FS_BLACK_MARKET KindOf too).
SuperweaponCrateCollide resets the timers on superweapons on structures with FS_SUPERWEAPON KindOf.
SabotageCommandCenterCrateCollide resets all Generals Abilities on structures with COMMANDCENTER KindOf.
FakeBuildingCrateCollide instantly destroys the structure if it has FS_FAKE KindOf.
SupplyCenterCrateCollide steals cash from structures with FS_SUPPLY_CENTER KindOf.
MilitaryFactoryCrateCollide shuts down structures with FS_FACTORY KindOf.
InternetCenterCrateCollide shuts down structures with FS_INTERNET_CENTER KindOf.
The reason why different structures were given different collision condition modules is because you dont want the Saboteur stealing the same amount of money from any structure (they all produce different amounts of money at different rates) so this way you can specify the amount to steal on a per-KindOf basis - the same goes for shutting things down.
Ah thanks for clearing that up. At least I was right on the KindOfs... So SuperweaponCrateCollide and CommandCenterCrateCollide do the same, but to different KindOfs? And regarding crates, it would be possible to create almost any effect with collision, by using the UnitCrateCollide, right? 'Cause I'm wondering if I can enable the "infiltrate radar to see all enemy units" logic from the RA1 spy. The only problem is that UnitCrateCollide isn't meant for one specific structure like the others are...
With respect to what you said about the BuildingPickup, is it possible to make the Saboteur go near a building, spend some time, disable it, then be available for another go?
^^^^^Deezire's post. I presume that you listed all the saboteur can do. There isn't anything else?
HELL YEAH! . I never knew those "CrateCollide" tagz even existed. I must not have gotten to that INI yet with organizing detail......oh, that's why. I haven't made it to the "GLAInfantry.ini" yet. HAH! I'm wipeing that file CLEAN...... Anywho, for Radar, could you somehow make a new "KindOf"? Or is that coded in a eXe or somethin? Wish I knew Reverse Engineering...
I played the ZH USA missionz to get a feel for all the new shit and went right to work on Cloning and Organizing my work from Generalz. Right now I know my way around most my INI'z, like the pixelz on my screen.Well I don't know, I didn't play ZH that much before I started on ReGen
P h e n o X
I don't believe there is any way to add a new KindOf through the INI files. But you could use BOAT as it isn't used for anything terrible important.Originally Posted by PhenoX";p="112499
The letter 'S' doesn't want to hurt you. It only wants to be your friend.Originally Posted by PhenoX";p="112499