Collapse
No announcement yet.
Conversation Detail Module
Collapse
  • Filter
  • Time
  • Show
Clear All
new posts

  • Nod Bombard Beacon

    #1
    I have started finishing off the Nod Spectre and have a wee problem.
    The bombard special ability isn't working. It's set up correctly and the object filter is correctly set.
    I just can't seem to get the beacon to have the CAN_SPOT_FOR_BOMBARD status. I've tried using the Upgrade_NodFaction as a trigger, I've tried using a WeaponFire update to fire an Attribute Modifier weapon...

    Nothing seems to work. Does anyone have any idea how I could get it working? =/

  • #2
    Are you re-using the bombardment ability from the Sniper's ability or trying to use the KW defines part? You should know those defines don't work in C&C3.

    I haven't gotten the chance to try that. Most of the KW abilities, upgrades and support powers aren't probably going to work under the C&C3 mod sdk.

    Comment


    • #3
      The SniperSquad gains the status from a LUA function. If your objects doesn't require any specific LUA functions, you can simply use the SniperSquad's EventList for it too, it doesn't do anything else. You need to add this to the AI Update:
      AILuaEventsList="GDISniperSquadFunctions"

      Comment


      • #4
        I'm thinking the problem is that when the Shadow Squad use the ability the beacon doesn't appear to be classed as Nod. The HC is the flash on top, as I'm sure you all know, and it's only showing as standard. No actual house colour.

        I tried the AILuaEventsList and it didn't work. So this is the only thing I can think of.

        Comment


        • #5
          Originally posted by Challenger13 View Post
          I'm thinking the problem is that when the Shadow Squad use the ability the beacon doesn't appear to be classed as Nod. The HC is the flash on top, as I'm sure you all know, and it's only showing as standard. No actual house colour.

          I tried the AILuaEventsList and it didn't work. So this is the only thing I can think of.
          - The team wouldn't be able to use the beacon if it wasn't on their team.
          - House colour isn't a pre-requisite for team classification
          - I believe you can select any beacon you deploy via click and drag - or just drag
          - you can see it dispite it being stealthed.

          You can test it on a WB map to spawn a beacon in for you team and another for a neutral player, given that they die after time it would mean that you would need to set a trigger to enable it; that or time them to spawn on regular intervals.

          I'd look for the pathfinder unit (different from the sniper; it can still produce the targetable area without a partner, and sounds different inplay on his own) for GDI or the Nod beacon unit's XML to find the full listing of how it produces a targetable area around objects ;P

          Comment

          X