Forged Alliance Forever Forged Alliance Forever Forums 2019-01-13T13:07:44+02:00 /feed.php?f=41&t=17096 2019-01-12T13:48:13+02:00 2019-01-12T13:48:13+02:00 /viewtopic.php?t=17096&p=171070#p171070 <![CDATA[Re: Using different missiles under same missile icon]]> and if I use other RULEUCC commands and mask their visuals (bitmapId) with nuke buttons, well that just gives me the wrong command under the right looking button :p
There has to be a way to tell the game that RULEUCC_Nuke applies to 2 different nuke types, depending which of the nuke weapons is enabled with an enhancement.

And if not...does anyone know how I can remove a stun buff from a weapon in a unit's .bp using an enhancement in the unit's script.lua?

Statistics: Posted by DDDX — 12 Jan 2019, 13:48


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2019-01-11T21:32:48+02:00 2019-01-11T21:32:48+02:00 /viewtopic.php?t=17096&p=171043#p171043 <![CDATA[Re: Using different missiles under same missile icon]]> Thank you

Statistics: Posted by DDDX — 11 Jan 2019, 21:32


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2019-01-11T21:03:42+02:00 2019-01-11T21:03:42+02:00 /viewtopic.php?t=17096&p=171042#p171042 <![CDATA[Re: Using different missiles under same missile icon]]>
Image

Statistics: Posted by Franck83 — 11 Jan 2019, 21:03


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2019-01-11T20:48:50+02:00 2019-01-11T20:48:50+02:00 /viewtopic.php?t=17096&p=171041#p171041 <![CDATA[Re: Using different missiles under same missile icon]]>
Not a lot of time now, but i will start in one month. If someone can help you now or just wait 1 month.

Statistics: Posted by Franck83 — 11 Jan 2019, 20:48


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2019-01-11T19:16:26+02:00 2019-01-11T19:16:26+02:00 /viewtopic.php?t=17096&p=171038#p171038 <![CDATA[Re: Using different missiles under same missile icon]]>
That would be perfect, because while the UEF hero unit has TML + Billy or EMP, I plan for the Sera's variant to have an upgradeable choice from TML to nuke to yolo nuke. At a high price, ofc.

It would be awesome to have a look at the list of all RULEUCC commands somewhere. Or at OnScriptBitSet 0-8, while we're at it :p

Statistics: Posted by DDDX — 11 Jan 2019, 19:16


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2019-01-11T19:01:39+02:00 2019-01-11T19:01:39+02:00 /viewtopic.php?t=17096&p=171037#p171037 <![CDATA[Re: Using different missiles under same missile icon]]> Statistics: Posted by Franck83 — 11 Jan 2019, 19:01


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2019-01-13T13:07:44+02:00 2019-01-11T18:44:45+02:00 /viewtopic.php?t=17096&p=171036#p171036 <![CDATA[Using different missiles under same missile icon]]> Here's the goal:

an ACU-like unit that starts with a TML (max 1 in storage, manual targeting, like the missile UEF ACU or sera SACUs have)
then can pick between 2 enhancements, either one that gives it Billy nuke,
or another that instead gives it an EMP nuke (similar to the one from Gargantuan t4 transport from Blackops:Unleashed but with longer effect)

the difference between the 2 nukes is in visual, destruction and stun (billy has a huge blast, much more dmg, no stun while EMP has a very small blast, low dmg, big long stun). And the unit can only have 1 of the nukes, not both.

PROBLEM: the game does not react to 2 weapons having the same RULEUCC command (RULEUCC_Nuke and 'RULEUCC_SiloBuildNuke),
as in, it can only be applied to ONE nuke weapon (to be precise, the first nuke weapon in the .bp).
Disabling/enabling nuke weapons via enhancements in the unit's script then adding the RULEUCC commands for the enhancement in question did not help, the game still only registers 1 nuke type as using the R.commands, even though 2 weapons are classified as nukes.

POSSIBLE SOLUTION: to have just 1 nuke weapon but edited (EMP one, because it has less visuals), then, if the EMP nuke enhancement is selected, no edit is needed, but if the Billy enhancement is selected instead, then edit the EMP nuke (remove stun and either CHANGE the projectile type to Billy's projectile, or use a command like OnWeaponFire (or maybe OnImpact?) that would spawn and immediately kill an ACU or a Paragon in the point of impact and remove the wreck, thus creating a nuke effect that would mask the EMP nuke's effect and would look like a Billy nuke was fired and not an EMP nuke).

Now...does anyone know a better way, ideally one that lets me have different nuke types using the same RULEUCC button? or perhaps of a mod that has made a different nuke type (with a different RULEUCC command) that I might look into?

And if not, what would be the easiest way to add/remove, with an enhancement, a stun buff that's inside a weapon specification of a units blueprint? I know how to edit hp, regen, max ranges, RoF with enhancements, but I have not yet seen it be done for stun buff of a certain weapon.
Also, how does one go about changing the ProjectileId value with enhancements?

Much obliged,
DDDX

Statistics: Posted by DDDX — 11 Jan 2019, 18:44


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