'Improved Fire Beetle' mod broken

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'Improved Fire Beetle' mod broken

Postby Evildrew » 23 Jan 2019, 01:18

Can someone have a look at that mod?
It seems to me the script is not in good order somehow but my coding is too limited to fix it...
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Re: 'Improved Fire Beetle' mod broken

Postby Uveso » 26 Jan 2019, 05:01

- Removed hook from selfdestruct.lua
- Moved merge-blueprint to propper location
- Fixed Weapon and Deadweapon
- Updated unit script file to FAF standard

http://faforever.uveso.de/forum/ImprovedFireBeetle-v3.zip
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Re: 'Improved Fire Beetle' mod broken

Postby Evildrew » 26 Jan 2019, 14:50

Brilliant Uveso.

One little thing remaining though. When a transporter picks them up, the remain cloaked. Any idea how that can be fixed?
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Re: 'Improved Fire Beetle' mod broken

Postby Uveso » 26 Jan 2019, 20:15

- Added hook for function OnAttachedToTransport to decloak unit while attaching to transport.
- Added hook for function OnDetachedFromTransport to cloak unit while deattaching from transport.
- Added toogle button to switch auto-cloak off
- Fixed a bug in function OnDestroyed (inherited from the original unit)

http://faforever.uveso.de/forum/ImprovedFireBeetle-v4.zip
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Re: 'Improved Fire Beetle' mod broken

Postby Evildrew » 26 Jan 2019, 23:59

Perfect. Wish I had your skills :)
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Re: 'Improved Fire Beetle' mod broken

Postby Evildrew » 27 Jan 2019, 01:10

One other general thing, I noticed that when you drive past a cloaked unit (selen, beetle with this mod), it is not uncovered like you would have had in C&C1 with the stealth tank. Also when you tell a unit to go somewhere and the direct path leads through the spot the cloaked unit is on, the unit drives around it. It know is it there but doesnt see it... Only if you tell the unit to go right on top of the spot of the cloaked unit will it bump into it. Is there a way in the game to improve this?
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Re: 'Improved Fire Beetle' mod broken

Postby Uveso » 27 Jan 2019, 02:00

Thanks's a lot, Evildrew!

Sadly there is no way to change this from LUA side.
Evading cloaked units or intel is managed inside the c-engine.
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Re: 'Improved Fire Beetle' mod broken

Postby Evildrew » 27 Jan 2019, 03:26

That's ok, you can't have it all I guess.

I was trying to add in energy consumption adding:

Script:
#self:SetMaintenanceConsumptionActive()
self:SetMaintenanceConsumptionInactive()
self:SetScriptBit('RULEUTC_CloakToggle', true)
self:RequestRefreshUI()


BP:
MaintenanceConsumptionPerSecondEnergy = 5,

But somehow it didnt do anything, was thinking of having it consume energy after it cloaks set in the script using energy consumption as set in blueprint like but my copy pasting didnt work. Any idea if i am missing some more pieces or just put it in the wrong place?
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Re: 'Improved Fire Beetle' mod broken

Postby Uveso » 27 Jan 2019, 05:45

I guess you put it into the wrong place.

Here a working version to compare:
http://faforever.uveso.de/forum/ImprovedFireBeetle-v5.zip
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Re: 'Improved Fire Beetle' mod broken

Postby Evildrew » 27 Jan 2019, 13:14

Wrong place indeed. Thanks for your help again.
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