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  1. #1
    Senior Member
    Join Date
    Feb 2003
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    Look Behind you
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    211

    Default TerrorCell & POW Trucks

    Is it possible to enable them?

  2. #2
    Guest

    Default

    Terror Cell is Rebel Ambush with Terrorists.

  3. #3
    Senior Member
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    Feb 2003
    Location
    Look Behind you
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    211

    Default

    i kinda knew that but i want it and then change it into Col Burtons

  4. #4
    Senior Member
    Join Date
    Mar 2003
    Location
    Netherlands
    Posts
    139

    Default

    I was wondering how you can actually implement the Terror Cell and give it to GLA. I tried some code similar to what I learned from the Carpet Bomb thread, but unlike carpetbomb, TerrorCell has no definitions in the FactionBuilding.ini.

    As a result, I was able to get the Terror Cell to "appear" in the desired building of my choice, but once trying to activate, I get the infamous annoying "can't go there" cursor.

    My self added code to try and define the Terror Cell inspired by the Ambush code:

    Object GLACommandCenter

    AddModule
    Behavior = OCLSpecialPower ModuleTag_88
    SpecialPowerTemplate = SuperweaponTerrorCell
    OCL = SUPERWEAPON_TerrorCell
    CreateLocation = CREATE_AT_LOCATION
    End
    End
    Nvrmnd, it works now... With the help of the above given TerrorCell definition. It seemed that the thing screwing up, was nothing more than that I tried to add the button to an American Airfield for testing purposes (so I could easily test multiple new SWs), but I didn't define American Airfield as a valid holder of the TerrorCell...now it works though *soft cheer*

    In case ppl need the entire code I have in my map.ini for this TerrorCell:

    ;;;And trying out TerrorCell as well

    Object GLACommandCenter

    AddModule
    Behavior = OCLSpecialPower ModuleTag_88
    SpecialPowerTemplate = SuperweaponTerrorCell
    OCL = SUPERWEAPON_TerrorCell
    CreateLocation = CREATE_AT_LOCATION
    End
    End

    End
    SpecialPower SuperweaponTerrorCell
    Enum = SPECIAL_TERROR_CELL
    ReloadTime = 600000 ; in milliseconds
    RequiredScience = SCIENCE_TerrorCell
    PublicTimer = No
    InitiateSound = TerrorCellActivated
    End

    CommandButton Command_TerrorCell
    Command = SPECIAL_POWER
    SpecialPower = SuperweaponTerrorCell
    Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
    TextLabel = CONTROLBAR:Ambush
    ButtonImage = SUTerrorist
    ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
    DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush
    RadiusCursorType = AMBUSH
    InvalidCursorName = GenericInvalid
    End

    ObjectCreationList SUPERWEAPON_TerrorCell
    CreateObject
    ObjectNames = GLAInfantryTerrorist
    Count = 5
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    FadeSound = TerrorCellActivated
    End
    End

    Science SCIENCE_TerrorCell
    PrerequisiteSciences = None
    SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
    IsGrantable = Yes
    DisplayName = SCIENCE:TempName
    Description = SCIENCE:TempDescription
    End

    ;;;Used to give GLA the Terrorcell button

    CommandSet GLACommandCenterCommandSet
    1 = Command_ConstructGLAWorker
    5 = Command_Ambush
    6 = Command_EmergencyRepair
    7 = Command_AnthraxBomb
    8 = Command_TerrorCell
    11 = Command_SetRallyPoint
    12 = Command_Sell
    End
    Don't forget to grant the science via regular scripting though..

    Now, if I only could get a decent button for the TerrorCell....

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