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  1. #11
    Brigadier General Commander32's Avatar
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    Quote Originally Posted by Lauren View Post
    Yay, but Stygs recently told me there is also the infiltrator contain, which is the same as in RA3, so you wouldn't need special powers. Though it has some differences:
    you can't do something like a delay before the action is done (if you wanted that)
    you can't specify an amount of cash to be stolen, presumably it just steals everything or some percentage of what is currently in the entered building

    though radar freeze or power disable should be much easier

    btw if you go with the special powers way like I did you could also bind it to one button if you use a SpecialPowerDispatchSpecialPower like the Avatar.
    I think Ill go for the less complicated Infiltrator Contain module method, like the RA3 method...
    I just need to figure out how that goes...

    But for now, Ill stick to Your method until I figure how to use it.
    Least I know it works.

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  2. #12
    Lieutenant Colonel Lauren's Avatar
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    Should be something like:
    Code:
    	<InfiltratorContain
    		id="ModuleTag_InfiltratorFreezeRadar"
    		Duration="15s"
    		Effect="RADAR_FREEZE"
    		ImmediatelyEnabled="true">
    		<CanEnterFilter
    			Rule="NONE">
    			<IncludeThing>Spy</IncludeThing>
    		</CanEnterFilter>
    	</InfiltratorContain>
    
    	<InfiltratorContain
    		id="ModuleTag_InfiltratorDisable"
    		Duration="15s"
    		Effect="DISABLE"
    		ImmediatelyEnabled="true">
    		<CanEnterFilter
    			Rule="NONE">
    			<IncludeThing>Spy</IncludeThing>
    		</CanEnterFilter>
    	</InfiltratorContain>
    
    	<InfiltratorContain
    		id="ModuleTag_InfiltratorStealMoney"
    		Effect="STEAL_MONEY"
    		ImmediatelyEnabled="true">
    		<CanEnterFilter
    			Rule="NONE">
    			<IncludeThing>Spy</IncludeThing>
    		</CanEnterFilter>
    	</InfiltratorContain>
    Place one of them in the corresponding buildings. I think DISABLE disables the power when it's a power plant but from the naming it could just disable the current building, just try it ^^

  3. #13
    Brigadier General Commander32's Avatar
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    Quote Originally Posted by Lauren View Post
    Should be something like:
    Code:
    	<InfiltratorContain
    		id="ModuleTag_InfiltratorFreezeRadar"
    		Duration="15s"
    		Effect="RADAR_FREEZE"
    		ImmediatelyEnabled="true">
    		<CanEnterFilter
    			Rule="NONE">
    			<IncludeThing>Spy</IncludeThing>
    		</CanEnterFilter>
    	</InfiltratorContain>
    
    	<InfiltratorContain
    		id="ModuleTag_InfiltratorDisable"
    		Duration="15s"
    		Effect="DISABLE"
    		ImmediatelyEnabled="true">
    		<CanEnterFilter
    			Rule="NONE">
    			<IncludeThing>Spy</IncludeThing>
    		</CanEnterFilter>
    	</InfiltratorContain>
    
    	<InfiltratorContain
    		id="ModuleTag_InfiltratorStealMoney"
    		Effect="STEAL_MONEY"
    		ImmediatelyEnabled="true">
    		<CanEnterFilter
    			Rule="NONE">
    			<IncludeThing>Spy</IncludeThing>
    		</CanEnterFilter>
    	</InfiltratorContain>
    Place one of them in the corresponding buildings. I think DISABLE disables the power when it's a power plant but from the naming it could just disable the current building, just try it ^^
    Cool, though I wanna also know if I need to keep my spy unit as is, or make it coded differently, like having a similar capture behavior as the Engineer or something like that.

    But yeah, most of your code has yet to fail, though hopefully that won't happen anytime soon.
    Last edited by Commander32; 06-15-2012 at 02:53 AM.

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  4. #14
    Lieutenant Colonel Lauren's Avatar
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    The contains do all the work, meaning the Spy unit itself can just be a unit that does nothing. When it enters the building with an infiltrator contain it triggers that contain, but the unit itself does nothing. So if you use my Spy example you could just cut (remove or comment out) any special power behavior it has.

  5. #15
    Brigadier General Commander32's Avatar
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    Quote Originally Posted by Lauren View Post
    The contains do all the work, meaning the Spy unit itself can just be a unit that does nothing. When it enters the building with an infiltrator contain it triggers that contain, but the unit itself does nothing. So if you use my Spy example you could just cut (remove or comment out) any special power behavior it has.
    Alrighty then, thx.

    Oh, and about the Spy stealing money, is there any way to modify the amount being stolen or is that fixed?

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  6. #16
    Lieutenant Colonel Lauren's Avatar
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    As said it's fixed, you could try if it works if you set Duration to a value maybe it changes something, but I would doubt that.

  7. #17
    Brigadier General Commander32's Avatar
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    I guess I'll deal with it then.

    As long as everything works otherwise.

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

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