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Posted: 20 Jul 2007, 23:27
by Abokasee
How do you get units using a beam weapon, to fire like a fighter aircraft
Posted: 20 Jul 2007, 23:46
by Snipawolf
Posted: 20 Jul 2007, 23:49
by Pressure Line
Abokasee wrote:How do you get units using a beam weapon, to fire like a fighter aircraft
you mean instead of strafing like a brawler? its hoverattack = 0; in the fbi
Posted: 21 Jul 2007, 05:46
by smartie
- Added COB get/set constant CURRENT_FUEL (93)
does anyone know how to use this in a script and get it to compile?
Posted: 21 Jul 2007, 06:05
by Archangel of Death
You'll need to add
into either your exptype.h or STANDARD_COMMANDS_GPL.h, whichever you have as an include for your bos file, or just add it at the top of your bos file. Its better to add it in the include, since you're probably including it in all your other bos's as well, and you may need it.
Then you will probably want to use something like
to find out what it is, and
to, you know, set it. I'm not sure if its a % of the total, or its actual amount, but if your unit has more than 100 fuel, that wouldn't take long to figure out.
Posted: 22 Jul 2007, 00:27
by smartie
thx
Posted: 22 Jul 2007, 13:04
by rattle
Abokasee wrote:How do you get units using a beam weapon, to fire like a fighter aircraft
turret=0
Could you come up with something more than a vague description of your problem?
Posted: 26 Jul 2007, 22:37
by Snipawolf
Can infantry be able to get if they are cloaking? Via script?
I wanna make them crouch and move 40-60 percent faster if they are cloaked.
Posted: 27 Jul 2007, 00:43
by Snipawolf
My commander is messed up, could someone help me. It can't be attacked by enemies. That's all that's wrong to my knowledge.
Code: Select all
[UNITINFO]
{
[SFXTypes]
{
ExplosionGenerator0=custom:HelluvaLargeSpray;
}
//Internal settings
BuildPic=HCOMM.png
Category=HUMAN GROUND COMMANDER PLANT;
ObjectName=HCOMM.s3o;
Side=HUMAN;
TEDClass=PLANT;
UnitName=HCOMM;
//Unit limitations and properties
Commander=1;
BuildTime=500;
BuildDistance=50;
Description=Headquarters;
MaxDamage=2500;
Name=Command Center;
RadarDistance=1500;
RadarDistanceJam=1000;
SightDistance=1500;
SoundCategory=HCOMM;
WorkerTime=100;
//Energy and metal related
BuildCostEnergy=5000;
BuildCostMetal=3000;
EnergyStorage=500;
EnergyMake=50;
MetalMake=10;
//Pathfinding and related
FootprintX=13;
FootprintZ=13;
MaxSlope=40;
MaxWaterDepth=20;
MovementClass=HCOMM;
yardmap=ooooooooooooo ooooooooooooo ooooooooooooo ooooooooooooo ooooooooooooo ooooooooooooo ooooooooooooo ooooooooooooo ooooocccooooo ooooocccooooo ooooocccooooo ooooocccooooo ooooocccooooo;
//Abilities
builder=1;
firestandorders=1;
StandingFireOrder=2;
mobilestandorders=1;
StandingMoveOrder=1;
CanAttack=1;
CanGuard=1;
CanPatrol=1;
CanStop=1;
CantBeTransported=1;
//Weapons and related
SelfDestructCountdown=15;
Weapon1=HCOMMLAS;
Weaponmaindir1=0 0 1;
Maxangledif1=180;
Weapon2=HCOMMLAS;
Weaponmaindir2=0 0 -1;
Maxangledif2=180;
Weapon3=HCOMMLAS;
Weaponmaindir3=-1 0 0;
Maxangledif3=180;
Weapon4=HCOMMLAS;
Weaponmaindir4=1 0 0;
Maxangledif4=180;
}
If you need anything else let me know >__<
Posted: 27 Jul 2007, 00:50
by Peet
Works fine in the latest version, I do believe....though it might have to do with the completely 'o' yardmap (edit: nevermind it wouldn't be that...I got o and c mixed up again >_<)
Posted: 27 Jul 2007, 00:57
by Snipawolf
Huhmm, I'll see again, and it's not completely o. Look closely.
Not to mention, I gave it a new spiffy model and I gave it a creation animation
Edit: Nope, you still can't click on it to be attacked...
Posted: 27 Jul 2007, 08:17
by KDR_11k
BuildDistance 50?
Posted: 27 Jul 2007, 13:50
by VonGratz
Snipawolf wrote:My commander is messed up, could someone help me. It can't be attacked by enemies. That's all that's wrong to my knowledge.
Did the units that are trying to hit the comm something that could avoid it?
For example....
OnlyTargetCategory1=NOTAIR;
VonGratz

Posted: 27 Jul 2007, 16:34
by Snipawolf
Yeah, it builds units inside of it.. I just keep that for when/if I ever need to copy its FBI.. I don't think that would be the issue, though.. I'll go see -__-
No, I haven't touched my categorys yet...
Edit: Changing builddistance had no effect.. Well, time to go digging..

Posted: 19 Aug 2007, 11:54
by KingRaptor
lawl bump
I want my planes to use fuel to fire (I've got that handled), but not to fly. How?
Posted: 19 Aug 2007, 17:29
by imbaczek
use LuaCOB for ammo checks and set FUEL when out of ammo. that's how I'd do it.
Posted: 27 Aug 2007, 00:46
by Snipawolf
Ehhhh.
What is the define for when you want to emit a weapon? 2048 or 4096?
Posted: 27 Aug 2007, 01:00
by Pressure Line
neither. its 1024 + x. where x is the number of the ceg defined in the unit fbi
*edit, added example code*
eg:
emit-sfx 1024 from flare 1; //emits the '0' numbered ceg from flare 1
emit-sfx 1025 from flare 1; //emits the '1' numbered ceg from flare 1
etc etc.
Posted: 27 Aug 2007, 01:07
by Snipawolf
Dude.. I am not THAT newby.
You can emit weapons as a special effect, and they actually act like weapons, minus guidance or homing.
I am wondering which one it is to do that.
Posted: 27 Aug 2007, 01:08
by Pressure Line
nnow that i did not know ^_^