Here is my question, I would like to make the siege tank's siege mode unit into a normal unit that can move around...
other than the FG buttons, what else do I have to have?
and it is a air unit during the normal mode, so what do I have to do in order for it to not explode when transforming on top of a building @_@
None.
ALL PRAISE YOUR SUPREME LORD CORBO
It will need walking animations on the iscript as well. And datedit orders for when you command it.
fuck you all
Can u go into a little bit more detail on how to do the orders? I have no idea where to get the specific orders for the siege tank..
and what about the sieging on top of a building thing? how do u make it not to explode?
None.
Go into dat.edit or PyDAT and look under the orders tab.
I'm pretty sure you can't make it not explode.
None.
ALL PRAISE YOUR SUPREME LORD CORBO
There's a dat edit tab called "orders" This just controls whatever a unit will do when it's idle when you right click command it or whatever you tell it to do. I could only assume that siege tank is not ordered to move when you right click.
fuck you all
STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Units.dat -> Siege Tank (Siege Mode) -> AI Actions -> Change "Attack Unit" and "Right Click Action" to the same orders as Tank Mode.
Ok, I got it to move and turn pretty smoothly... except for one thing...
When goliath attack, the base turns with the turret unlike tank and siege mode tank... how do you make it so it turns like that?
Post has been edited 3 time(s), last time on Dec 29 2008, 7:31 pm by Angle Lock.
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I have a similar question but of the opposite origin. I would like to have a unit
NOT move. In my situation, I have a valkyrie as a ground unit, but the unit's movement I would like to disable for both right-click and attack. By modifying the units ai-action, the right-click movement was easily disabled for this unit and it no longer moves when you right-click the map. However, the unit will still move when a target is out of range and you use the attack button on said target.
I tried to change the AI of the unit's attack to something like "guard" similar to tank, but without luck. I realize that I could always make my unit a "base" and have a turret for the attack + my firegraft buttons, but was wondering if anyone could think of another route. For my temporary fix, I have removed the attack button for the unit via my graft, but this means that the unit only attacks what it wants to and can't be controlled. .. which isn't all that bad of a thing since this unit is a fire breathing snake that maybe should have a mind of its own.
Still tho, I'd like to get my attack button back.
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For my temporary fix, I have removed the attack button for the unit via my graft....
The player can't use the attack button to "move" the unit, but the unit still moves on it's own if has to when attacking. It's kinda neat bug in a way. You have a unit that fights for you, but you have no real control over it..
hmm, I'm thinking the base/turret option is the only way to go here if I want a unit that can attack but NOT move.
None.
ALL PRAISE YOUR SUPREME LORD CORBO
Have you tried removing the iscript moving animations + removing move from firegraft + orders not to move.
If that works, Good. If it crashes then the unit is still trying to move.
Besides the base/turret thing I could only think of changing the AI Actions for when it attacks a unit. The siege tank order is "stay in range" and the sieged tank order is just "watch target" (maybe that might be something?) but then again you said you already tried modifying these (These are all for the bases both of the turrets just do "Attack (subunit)") the sieged base also has a right click action "No movement/normal attack".
fuck you all
thnx Corbo. The iscript was the key as you mention. poiuy suggested I change the flingy.dat movement control from flingy.dat to iscript and that was the difference. Now my unit has no movement. The unit behaves similar to an attacking building which is perfect for this unit.
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NOPE.. other problems with the above method. However, I did keep the iscript move control, but gave the unit a very very very slow move rate. much slower than reaver.
That was my eventual fix and well it looks kinda cool now that way and I like it and don't have to worry about potential crashes or other nasties. Maybe if someone else finds a method, please post. ... Ok sorry for hijacking your thread, I return it to you now. My question just didn't seem to warrant a new one.
None.
STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Dear Bajadulce:
Flingy.dat -> Set to iscript control (which seems you already have)
Iscript -> Walking animation -> Keep this anmation, but do not give it any move opcodes.
Dear Angel Lock:
I am not positive what controls the Goliath's limited turn, but the first thing to check out are the LO* files. Study those and the Goliath Base and Turret animation scripts. Keep in mind, though, that the Goliath's crappy AI is due to the clunky nature of its limited turret turning.
To test if it's hardcoded, in Units.dat copy the Goliath over the Siege Tank and see if the tank works wholly like a Goliath.
I already got it, shut this post plz...
lol, all I did was check the "graphic turns" flag in the image dat for siege tank's siege base
None.
ALL PRAISE YOUR SUPREME LORD CORBO
NOPE.. other problems with the above method. However, I did keep the iscript move control, but gave the unit a very very very slow move rate. much slower than reaver.
That was my eventual fix and well it looks kinda cool now that way and I like it and don't have to worry about potential crashes or other nasties. Maybe if someone else finds a method, please post. ... Ok sorry for hijacking your thread, I return it to you now. My question just didn't seem to warrant a new one.
If that method doesn't work then I guess you did the right solution for now. I'd have to do some tests to make a unit immobile to tell you more.
fuck you all
Dear Bajadulce:
Iscript -> Walking animation -> Keep this anmation, but do not give it any move opcodes.
Thnkyou Hercanic. Removing the move opcodes seems so obvious now. I don't know why we removed the walking animations entirely. Sometimes the most obvious solutions don't always come the easiest.
@Nerdy. Sounds like an interesting option as well.
EDIT:
My unit worked fine without movement however this particular unit morphs from a flying unit. Therein is a problem. If the flying unit morphs over a building, it can't "move" out of the way and game crashes. Giving the unit even the smallest amount of movement rectifies the morph over building problem.
Post has been edited 1 time(s), last time on Jan 15 2009, 6:37 am by bajadulce. Reason: tidbit info that might be of interest
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