Using different missiles under same missile icon

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Using different missiles under same missile icon

Postby DDDX » 11 Jan 2019, 18:44

Hi guys. Need a little help.
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
Last edited by DDDX on 13 Jan 2019, 13:07, edited 1 time in total.
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.
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Re: Using different missiles under same missile icon

Postby Franck83 » 11 Jan 2019, 19:01

And what about adding another RULEUCC command with same graphics ? For the engine they will be different, but in fact it will be same UI.
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Re: Using different missiles under same missile icon

Postby DDDX » 11 Jan 2019, 19:16

I would like to do that, but I have no idea how to do what you just said ;)
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
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.
DDDX
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Re: Using different missiles under same missile icon

Postby Franck83 » 11 Jan 2019, 20:48

What you may do is adding new orders. BP just triggers some existing orders. 2 orders can have same UI graphics but different scripts. This is one of my goal on my future ACU mod. I want to transfer all powers from alliance of heroes ui to the legacy orders FA. This will bring stacking timed orders and shortcuts. I already made a test 6 month ago. Domino mods use these features.

Not a lot of time now, but i will start in one month. If someone can help you now or just wait 1 month.
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Re: Using different missiles under same missile icon

Postby Franck83 » 11 Jan 2019, 21:03

You can take a look at orders.lua and command....lua in UI side.

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Re: Using different missiles under same missile icon

Postby DDDX » 11 Jan 2019, 21:32

ty man. I will check it out, hopefully figure things. Gonna look at Domino's script too and try to reproduce.
Thank you
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.
DDDX
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Re: Using different missiles under same missile icon

Postby DDDX » 12 Jan 2019, 13:48

Nope. I am stuck. Tried adding new RULEUCC commands (like _Nuke2) by editing via my mod the orders.lua but then i breakFAF's order description (should have figured it would not be that easy),
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?
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.
DDDX
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Posts: 170
Joined: 21 Mar 2016, 16:13
Has liked: 18 times
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