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Thread: Saboteur Logic

  1. #1
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    Default Saboteur Logic

    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?)
    Code:
      Behavior = SabotagePowerPlantCrateCollide       SabotageTag_01
        BuildingPickup = Yes
        SabotagePowerDuration = 30000
      End
    (activated with FS_SUPPLY_DROPZONE KindOf?)
    Code:
      Behavior = SabotageSupplyDropzoneCrateCollide   SabotageTag_02
        BuildingPickup  = Yes
        StealCashAmount = 800
      End
    (activated with FS_SUPERWEAPON KindOf?)
    Code:
      Behavior = SabotageSuperweaponCrateCollide      SabotageTag_03
        BuildingPickup = Yes
      End
    (activated with COMMANDCENTER KindOf?)
    Code:
      Behavior = SabotageCommandCenterCrateCollide    SabotageTag_04
        BuildingPickup = Yes
      End
    (activated with FS_SUPPLY_CENTER KindOf?)
    Code:
      Behavior = SabotageSupplyCenterCrateCollide     SabotageTag_05
        BuildingPickup  = Yes
        StealCashAmount = 1000
      End
    (activated with FS_FACTORY KindOf?)
    Code:
      Behavior = SabotageMilitaryFactoryCrateCollide  SabotageTag_06
        BuildingPickup = Yes
        SabotageDuration = 30000
      End
    (activated with FS_FAKE KinfOf?)
    Code:
      Behavior = SabotageFakeBuildingCrateCollide     SabotageTag_07
        BuildingPickup = Yes
      End
    (activated with FS_INTERNET_CENTER KindOf?)
    Code:
      Behavior = SabotageInternetCenterCrateCollide   SabotageTag_08
        BuildingPickup = Yes
        SabotageDuration = 15000
      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?

  2. #2
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    Default

    i think only deezire can awser this

  3. #3
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    Default

    Doesn't the Saboteur just power down all the structures except the one's where he takes money?

  4. #4
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    Default

    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?

  5. #5

    Default

    ^ 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.

  6. #6
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    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...

  7. #7

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    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?

  8. #8
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    ^^^^^Deezire's post. I presume that you listed all the saboteur can do. There isn't anything else?

  9. #9

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    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...



    Well I don't know, I didn't play ZH that much before I started on ReGen
    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.



    P h e n o X

  10. #10
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    Default

    Quote Originally Posted by PhenoX";p="112499
    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 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.

    Quote Originally Posted by PhenoX";p="112499
    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.
    The letter 'S' doesn't want to hurt you. It only wants to be your friend.

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